multiplying by 0 makes the world hard to sync
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@@ -198,11 +198,11 @@ namespace OpenRA
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// hash all the actors
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foreach (var a in Actors)
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ret += n++ * (int)a.ActorID * Sync.CalculateSyncHash(a);
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ret += n++ * (int)(1+a.ActorID) * Sync.CalculateSyncHash(a);
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// hash all the traits that tick
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foreach (var x in traitDict.ActorsWithTraitMultiple<object>(this))
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ret += n++*(int) x.Actor.ActorID*Sync.CalculateSyncHash(x.Trait);
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ret += n++*(int) (1+x.Actor.ActorID)*Sync.CalculateSyncHash(x.Trait);
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// Hash the shared rng
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ret += SharedRandom.Last;
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