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This resyncs the RNG seed prior to initializing the players (after the stage has been initialized). There is a CPU logic counter that gets initialized via an RNG call around 800a123c. If that counter gets initialized differently on two clients, Nana's logic will periodically differ for the duration of the game, potentially causing desyncs.

I don't really love this code as it creates a decent amount of coupling between playback and online. If say for example the RNG seed location is moved to a different offset in the playback buffer, any replay that still has the old dynamic code will no longer fetch the correct seed and would desync if resync was off.

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