(void)lite_area(damroll(2, (plev / 2)), (plev / 10) + 1);
break;
case 4: /* Detect Traps + Secret Doors */
- (void)detect_traps(DETECT_RAD_DEFAULT);
+ (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
(void)detect_doors(DETECT_RAD_DEFAULT);
(void)detect_stairs(DETECT_RAD_DEFAULT);
break;
teleport_player(10);
break;
case 2: /* Detect Doors and Traps */
- (void)detect_traps(DETECT_RAD_DEFAULT);
+ (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
(void)detect_doors(DETECT_RAD_DEFAULT);
(void)detect_stairs(DETECT_RAD_DEFAULT);
break;
damroll(3 + ((plev - 1) / 5), 4));
break;
case 2: /* Detect Doors & Traps */
- (void)detect_traps(DETECT_RAD_DEFAULT);
+ (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
(void)detect_doors(DETECT_RAD_DEFAULT);
(void)detect_stairs(DETECT_RAD_DEFAULT);
break;
break;
case 10: /* Nature Awareness -- downgraded */
map_area(DETECT_RAD_MAP);
- (void)detect_traps(DETECT_RAD_DEFAULT);
+ (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
(void)detect_doors(DETECT_RAD_DEFAULT);
(void)detect_stairs(DETECT_RAD_DEFAULT);
(void)detect_monsters_normal(DETECT_RAD_DEFAULT);
(void)set_cut(p_ptr->cut - 10);
break;
case 8: /* Detect Doors & Traps */
- (void)detect_traps(DETECT_RAD_DEFAULT);
+ (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
(void)detect_doors(DETECT_RAD_DEFAULT);
(void)detect_stairs(DETECT_RAD_DEFAULT);
break;