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