(537240172) Fixed RuinGenerator using unsynced random when doing connections between ruin entities. I don't think there are any assemblies atm that use this type of connections, but if there were, the connections might've differed between clients/server.
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@@ -1022,12 +1022,12 @@ namespace Barotrauma.RuinGeneration
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{
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targetEntity = ruinEntities.GetRandom(e =>
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e.Room == targetRoom &&
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e.Entity.prefab?.Identifier == connection.TargetEntityIdentifier)?.Entity;
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e.Entity.prefab?.Identifier == connection.TargetEntityIdentifier, Rand.RandSync.Server)?.Entity;
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}
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}
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else
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{
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targetEntity = ruinEntities.GetRandom(e => e.Entity.prefab?.Identifier == connection.TargetEntityIdentifier)?.Entity;
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targetEntity = ruinEntities.GetRandom(e => e.Entity.prefab?.Identifier == connection.TargetEntityIdentifier, Rand.RandSync.Server)?.Entity;
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}
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if (targetEntity == null) continue;
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