* Maintain Unique monsters and artifact, save current
* floor, then prepare next floor
*/
- leave_floor(p_ptr, p_ptr->change_floor_mode);
+ leave_floor(p_ptr);
/* Forget the flag */
reinit_wilderness = FALSE;
prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_RAND_CONNECT);
/* prepare next floor */
- leave_floor(p_ptr, p_ptr->change_floor_mode);
+ leave_floor(p_ptr);
}
else
{