Use CosmeticRandom for picking smudge type.

This commit is contained in:
Paul Chote
2016-09-24 14:00:36 +01:00
parent b7dd321550
commit cd99e78501

View File

@@ -146,7 +146,7 @@ namespace OpenRA.Mods.Common.Traits
if ((!dirty.ContainsKey(loc) || dirty[loc].Sprite == null) && !tiles.ContainsKey(loc))
{
// No smudge; create a new one
var st = smudges.Keys.Random(world.SharedRandom);
var st = smudges.Keys.Random(Game.CosmeticRandom);
dirty[loc] = new Smudge { Type = st, Depth = 0, Sprite = smudges[st][0] };
}
else