+ case BLOW_EFFECT_TYPE_FEAR:
+ project(m_idx, 0, t_ptr->fy, t_ptr->fx,
+ damage, GF_TURN_ALL, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
+ break;
+
+ case BLOW_EFFECT_TYPE_SLEEP:
+ project(m_idx, 0, t_ptr->fy, t_ptr->fx,
+ r_ptr->level, GF_OLD_SLEEP, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
+ break;
+
+ case BLOW_EFFECT_TYPE_HEAL: