fix #H7596 - magic trap 'deafening roar' outcome
doesn't wake monsters. Now it does.
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@@ -1,4 +1,4 @@
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/* NetHack 3.6 trap.c $NHDT-Date: 1542856572 2018/11/22 03:16:12 $ $NHDT-Branch: NetHack-3.6.2-beta01 $:$NHDT-Revision: 1.304 $ */
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/* NetHack 3.6 trap.c $NHDT-Date: 1543100476 2018/11/24 23:01:16 $ $NHDT-Branch: NetHack-3.6.2-beta01 $:$NHDT-Revision: 1.311 $ */
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/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
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/*-Copyright (c) Robert Patrick Rankin, 2013. */
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/* NetHack may be freely redistributed. See license for details. */
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@@ -3164,7 +3164,7 @@ domagictrap()
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if (fate < 10) {
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/* Most of the time, it creates some monsters. */
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register int cnt = rnd(4);
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int cnt = rnd(4);
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/* blindness effects */
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if (!resists_blnd(&youmonst)) {
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@@ -3189,6 +3189,9 @@ domagictrap()
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}
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while (cnt--)
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(void) makemon((struct permonst *) 0, u.ux, u.uy, NO_MM_FLAGS);
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/* roar: wake monsters in vicinity, after placing trap-created ones */
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wake_nearto(u.ux, u.uy, 7 * 7);
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/* [flash: should probably also hit nearby gremlins with light] */
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} else
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switch (fate) {
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case 10:
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