Fixed comment.
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@ -471,8 +471,8 @@ void Powerup::hitBonusBox(const ItemState &item_state)
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// Determine the item based on index and time - random enough for
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// the player, and reduces network synchronisation overhead.
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// Dividing the time by 10 does not really allow exploiting the
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// non-random selection (e.g. by displaying which item is collecte
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// where), since it's only around 83 ms - but it is bit more
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// non-random selection (e.g. by displaying which item is collected
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// next), since it's only around 83 ms - but it is bit more
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// relaxed when client prediction should be a frame or so earlier.
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int random_number = item_state.getItemId() + world->getTimeTicks() / 10;
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new_powerup =
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