fix: generate rewards based on RewardSeed to match what's show in client #1628
@ -555,7 +555,7 @@ export const addMissionRewards = async (
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}
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}
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if (rewardInfo.rewardSeed) {
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if (rewardInfo.rewardSeed) {
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// We're using a reward seed, so give the client a new one in the response.
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// We're using a reward seed, so give the client a new one in the response. On live, missionInventoryUpdate seems to always provide a fresh one in the response.
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inventory.RewardSeed = generateRewardSeed();
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inventory.RewardSeed = generateRewardSeed();
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}
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}
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