case SV_WAND_DISARMING:
{
if (disarm_trap(creature_ptr, dir)) ident = TRUE;
- if (powerful && disarm_traps_touch()) ident = TRUE;
+ if (powerful && disarm_traps_touch(creature_ptr)) ident = TRUE;
break;
}
case SV_WAND_TRAP_DOOR_DEST:
{
if (destroy_door(creature_ptr, dir)) ident = TRUE;
- if (powerful && destroy_doors_touch()) ident = TRUE;
+ if (powerful && destroy_doors_touch(creature_ptr)) ident = TRUE;
break;
}