From 0c96dd6a2280219105e4b77e6f6414afb7756af9 Mon Sep 17 00:00:00 2001 From: Alex Smith Date: Tue, 29 Jan 2019 03:37:08 +0000 Subject: [PATCH] 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. --- src/detect.c | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/src/detect.c b/src/detect.c index 13676f48a..3a25d45fb 100644 --- a/src/detect.c +++ b/src/detect.c @@ -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 */