Consistently use rn2 in trap detection

It's a gameplay-affecting action (it updates the character's
memory of the map), and there's no way to spam it without using
resources, so rn2 is safe.
This commit is contained in:
Alex Smith
2019-01-29 03:37:08 +00:00
parent 54062e0ad6
commit 0c96dd6a22

View File

@@ -869,7 +869,7 @@ int src_cursed;
obj.ox = x;
obj.oy = y;
}
obj.otyp = !Hallucination ? GOLD_PIECE : random_object(rn2_on_display_rng);
obj.otyp = !Hallucination ? GOLD_PIECE : random_object(rn2);
obj.quan = (long) ((obj.otyp == GOLD_PIECE) ? rnd(10)
: objects[obj.otyp].oc_merge ? rnd(2) : 1);
obj.corpsenm = random_monster(rn2); /* if otyp == CORPSE */