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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@@ -61,7 +61,7 @@ GameState::GameState() :
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ReloadCharacters();
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m_iNumTimesThroughAttract = -1; // initial screen will bump this up to 0
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m_iRoundSeed = m_iGameSeed = 0;
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m_iStageSeed = m_iGameSeed = 0;
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m_PlayMode = PLAY_MODE_INVALID; // used by IsPlayerEnabled before the first screen
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FOREACH_PlayerNumber( p )
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@@ -157,7 +157,7 @@ void GameState::Reset()
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NOTESKIN->RefreshNoteSkinData( this->m_pCurGame );
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m_iGameSeed = rand();
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m_iRoundSeed = rand();
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m_iStageSeed = rand();
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m_pCurSong.Set( NULL );
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m_pPreferredSong = NULL;
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@@ -647,7 +647,7 @@ void GameState::ResetStageStatistics()
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// Reset the round seed. Do this here and not in FinishStage so that players
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// get new shuffle patterns if they Back out of gameplay and play again.
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GAMESTATE->m_iRoundSeed = rand();
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GAMESTATE->m_iStageSeed = rand();
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}
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void GameState::UpdateSongPosition( float fPositionSeconds, const TimingData &timing, const RageTimer ×tamp )
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