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