Then I remembered that you can start timer with a randomness in them! I was thinking about taking the security value into account, yet this one has low entropy, especially since the reactor code should be fixed before the first CPU nodes are destroyed. ![]() It is possible to set game variables, yet for the reactor code we'd need some random seed. Thinking about it, there is a chance to "fudge" a semi-random number. Whether by accident or intentional is up to the maintainers. This then concludes that the fixed code comes from the engine. ![]() Finally, I did a binary compare between the EE archive.dat and the one from the original CD and found no differences. I did a search in the archive and a quick glancing look at the first level, and I couldn't find an action that would set the two variables. Update: I've had a look at the archive and two test savegames.įor my installation I can confirm that the code is the same as for the other people.
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