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[MP] seed RNG in modules

Open Razish opened this issue 1 year ago • 0 comments

This should fix unwanted side-effects introduced by 2bcf85c. Each module has its own copy of the initial RNG seed (holdrand), but only the engine's copy was being updated on init. There were many effects of this, notably the "random" spawns on a map_restart were actually consistent, since the game module gets reloaded.

Razish avatar Sep 02 '22 13:09 Razish