Make REINCARNATION unconditional.
There is a lot of code affected by this, and Pat Rankin correctly observes that it would be better to store roguelike as a level flag rather than just using Is_rogue_level. A note for the future.
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@@ -1080,9 +1080,7 @@ struct monst *mtmp;
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unsolid(mtmp->data) || !rn2(10))
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&& dist2(mtmp->mx,mtmp->my,mtmp->mux,mtmp->muy) <= 2
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&& mtmp->mcansee && haseyes(mtmp->data)
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#ifdef REINCARNATION
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&& !Is_rogue_level(&u.uz)
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#endif
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&& (!In_endgame(&u.uz) || Is_earthlevel(&u.uz))) {
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m.offensive = obj;
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m.has_offense = MUSE_SCR_EARTH;
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