valgame->lcg_x %= LCG_M;
}
+ /* Check for RNG underflow. Transpose */
+ if (valgame->lcg_x < LCG_M) {
+ valgame->lcg_x = LCG_M + (valgame->lcg_x % LCG_M);
+ }
+
/* Bounds check for locations */
if ( valgame->chloc < -1 || valgame->chloc > NLOCATIONS ||
valgame->chloc2 < -1 || valgame->chloc2 > NLOCATIONS ||