IoC'd random (#302)
* Implemented RobustRandom * update submodule * update submodule * Fix benchmark
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@@ -8,10 +8,12 @@ using Robust.Server.Interfaces.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.GameObjects.Components;
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using Robust.Shared.Interfaces.Random;
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using Robust.Shared.IoC;
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using Robust.Shared.Log;
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
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using Robust.Shared.Random;
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using Robust.Shared.Serialization;
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using Robust.Shared.ViewVariables;
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@@ -23,7 +25,9 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged.Projectile
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private float _spreadStdDev = 3;
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private bool _spread = true;
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private Random _spreadRandom;
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#pragma warning disable 649
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[Dependency] private IRobustRandom _spreadRandom;
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#pragma warning restore 649
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[ViewVariables(VVAccess.ReadWrite)]
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public bool Spread
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@@ -45,8 +49,6 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged.Projectile
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var rangedWeapon = Owner.GetComponent<RangedWeaponComponent>();
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rangedWeapon.FireHandler = Fire;
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_spreadRandom = new Random(Owner.Uid.GetHashCode() ^ DateTime.Now.GetHashCode());
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}
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public override void ExposeData(ObjectSerializer serializer)
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