Reset the round seed so that the players get new shuffle patterns if they Back out of gameplay and play again
RoundSeed -> StageSeed
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@@ -682,7 +682,7 @@ Trail* Course::GetTrail( StepsType st, CourseDifficulty cd ) const
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//
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// Check to see if the Trail cache is out of date
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//
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if( m_iTrailCacheSeed != GAMESTATE->m_iRoundSeed )
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if( m_iTrailCacheSeed != GAMESTATE->m_iStageSeed )
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{
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/* If we have any random entries (so that the seed matters), invalidate the cache. */
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bool bHaveRandom = false;
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@@ -694,7 +694,7 @@ Trail* Course::GetTrail( StepsType st, CourseDifficulty cd ) const
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if( bHaveRandom )
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m_TrailCache.clear();
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m_iTrailCacheSeed = GAMESTATE->m_iRoundSeed;
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m_iTrailCacheSeed = GAMESTATE->m_iStageSeed;
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}
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//
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@@ -794,7 +794,7 @@ bool Course::GetTrailUnsorted( StepsType st, CourseDifficulty cd, Trail &trail )
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// Construct a new Trail, add it to the cache, then return it.
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//
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/* Different seed for each course, but the same for the whole round: */
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RandomGen rnd( GAMESTATE->m_iRoundSeed + GetHashForString(m_sMainTitle) );
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RandomGen rnd( GAMESTATE->m_iStageSeed + GetHashForString(m_sMainTitle) );
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vector<CourseEntry> tmp_entries;
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if( m_bRandomize )
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