Don't advance the main RNG during hallucination
This is based on the multiple-RNGs code fron NetHack4, but using only the parts relevant to the display RNG (and with substantial changes, both because of post-3.4.3 changes, and because Nethack4's display code is based on Slash'EM's rather than NetHack's).
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@@ -3200,9 +3200,9 @@ struct obj **pobj; /* object tossed/used, set to NULL
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} else if (weapon == THROWN_TETHERED_WEAPON && obj) {
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tethered_weapon = TRUE;
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weapon = THROWN_WEAPON; /* simplify if's that follow below */
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tmp_at(DISP_TETHER, obj_to_glyph(obj));
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tmp_at(DISP_TETHER, obj_to_glyph(obj, rn2_on_display_rng));
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} else if (weapon != ZAPPED_WAND && weapon != INVIS_BEAM)
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tmp_at(DISP_FLASH, obj_to_glyph(obj));
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tmp_at(DISP_FLASH, obj_to_glyph(obj, rn2_on_display_rng));
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while (range-- > 0) {
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int x, y;
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