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:
@@ -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 */
|
||||
|
||||
Reference in New Issue
Block a user