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(svn r12004) -Codechange: refactor the random functions to reduce code duplication.
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@@ -1235,9 +1235,9 @@ static bool NetworkDoClientLoop()
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if (_sync_frame != 0) {
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if (_sync_frame == _frame_counter) {
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#ifdef NETWORK_SEND_DOUBLE_SEED
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if (_sync_seed_1 != _random_seeds[0][0] || _sync_seed_2 != _random_seeds[0][1]) {
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if (_sync_seed_1 != _random.state[0] || _sync_seed_2 != _random.state[1]) {
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#else
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if (_sync_seed_1 != _random_seeds[0][0]) {
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if (_sync_seed_1 != _random.state[0]) {
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#endif
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NetworkError(STR_NETWORK_ERR_DESYNC);
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DebugDumpCommands("ddc:serr:%d;%d\n", _date, _date_fract);
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@@ -1332,9 +1332,9 @@ void NetworkGameLoop()
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// Then we make the frame
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StateGameLoop();
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_sync_seed_1 = _random_seeds[0][0];
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_sync_seed_1 = _random.state[0];
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#ifdef NETWORK_SEND_DOUBLE_SEED
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_sync_seed_2 = _random_seeds[0][1];
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_sync_seed_2 = _random.state[1];
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#endif
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NetworkServer_Tick(send_frame);
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