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Free Fall: make treasure generation depend on correct kills
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@@ -210,7 +210,7 @@ EX namespace westwall {
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EX void switchTreasure(cell *c) {
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c->item = itNone;
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if(safety) return;
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if(hrand(5000) < PT(100 + 2 * (kills[moAirElemental] + kills[moWindCrow]), 200) && c->landparam >= 5 + items[itWest])
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if(hrand(5000) < PT(100 + 2 * (kills[moWestHawk] + kills[moFallingDog]), 200) && c->landparam >= 5 + items[itWest])
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c->item = itWest;
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else if(hrand(5000) < 20*PRIZEMUL)
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placeLocalOrbs(c);
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