+
+ /* 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;
+ }
+
+ /* Check for RNG overflow. Truncate */
+ if (valgame->lcg_x >= game.lcg_m) {
+ valgame->lcg_x %= game.lcg_m;
+ }
+
+ /* Bounds check for locations */
+ if ( 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->oldlc2 < -1 || valgame->oldlc2 > NLOCATIONS) {
+ return false;
+ }
+ /* Bounds check for location arrays */