if (change_floor_mode & (CFM_DOWN | CFM_UP))
{
/* Reset to floor */
- c_ptr->feat = floor_type[randint0(100)];
+ c_ptr->feat = feat_ground_type[randint0(100)];
}
c_ptr->special = 0;
/* Remove old stairs */
c_ptr->special = 0;
- cave_set_feat(y, x, floor_type[randint0(100)]);
+ cave_set_feat(y, x, feat_ground_type[randint0(100)]);
}
}
}