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Use PR_ITEM_RINGS in P_PlayerRingBurst
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@ -2251,7 +2251,7 @@ void P_PlayerRingBurst(player_t *player, INT32 num_rings)
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num_fling_rings = num_rings+min(0, player->rings);
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// determine first angle
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fa = player->mo->angle + ((P_RandomByte(PR_UNDEFINED) & 1) ? -ANGLE_90 : ANGLE_90);
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fa = player->mo->angle + ((P_RandomByte(PR_ITEM_RINGS) & 1) ? -ANGLE_90 : ANGLE_90);
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for (i = 0; i < num_fling_rings; i++)
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{
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