don't recreate random state for sequential ep3 battles
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@@ -58,7 +58,7 @@ public:
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ServerBase(
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std::shared_ptr<Lobby> lobby,
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std::shared_ptr<const DataIndex> data_index,
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uint32_t random_seed,
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std::shared_ptr<PSOLFGEncryption> random_crypt,
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std::shared_ptr<const DataIndex::MapEntry> map_if_tournament);
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void init();
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void reset();
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@@ -75,7 +75,7 @@ public:
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std::weak_ptr<Lobby> lobby;
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std::shared_ptr<const DataIndex> data_index;
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PrefixedLogger log;
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uint32_t random_seed;
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std::shared_ptr<PSOLFGEncryption> random_crypt;
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bool is_tournament;
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std::shared_ptr<const DataIndex::MapEntry> last_chosen_map;
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@@ -258,7 +258,7 @@ public:
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uint32_t num_pending_attacks;
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parray<uint8_t, 4> client_done_enqueuing_attacks;
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parray<uint8_t, 4> player_ready_to_end_phase;
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std::shared_ptr<PSOV2Encryption> random_crypt;
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std::shared_ptr<PSOLFGEncryption> random_crypt;
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uint32_t unknown_a10;
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uint32_t overall_time_expired;
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// Note: In the original implementation, this is a uint32_t and is measured in
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