return false;
}
+ /* Prevent RNG substitution. Why we are saving PRNG parameters? */
+
+ if (valgame.lcg_a != game.lcg_a || valgame.lcg_c != game.lcg_c || valgame.lcg_m != game.lcg_m) {
+ return false;
+ }
+
/* Bounds check for locations */
if ( valgame.chloc < -1 || valgame.chloc > NLOCATIONS ||
- valgame.chloc < -1 || valgame.chloc > NLOCATIONS ||
+ valgame.chloc2 < -1 || valgame.chloc2 > NLOCATIONS ||
valgame.loc < -1 || valgame.loc > NLOCATIONS ||
valgame.newloc < -1 || valgame.newloc > NLOCATIONS ||
valgame.oldloc < -1 || valgame.oldloc > NLOCATIONS ||
- valgame.oldloc < -1 || valgame.oldloc > NLOCATIONS) {
+ valgame.oldlc2 < -1 || valgame.oldlc2 > NLOCATIONS) {
return false;
}
/* Bounds check for location arrays */