object_type forge;
object_type *q_ptr = &forge;
- q_ptr->prep(creature_ptr, lookup_kind(TV_SHOT, (OBJECT_SUBTYPE_VALUE)m_bonus(1, creature_ptr->lev) + 1));
+ q_ptr->prep(lookup_kind(TV_SHOT, (OBJECT_SUBTYPE_VALUE)m_bonus(1, creature_ptr->lev) + 1));
q_ptr->number = (byte)rand_range(15, 30);
object_aware(creature_ptr, q_ptr);
object_known(q_ptr);
object_type forge;
q_ptr = &forge;
- q_ptr->prep(creature_ptr, lookup_kind(TV_ARROW, (OBJECT_SUBTYPE_VALUE)m_bonus(1, creature_ptr->lev) + 1));
+ q_ptr->prep(lookup_kind(TV_ARROW, (OBJECT_SUBTYPE_VALUE)m_bonus(1, creature_ptr->lev) + 1));
q_ptr->number = (byte)rand_range(5, 10);
object_aware(creature_ptr, q_ptr);
object_known(q_ptr);
object_type forge;
q_ptr = &forge;
- q_ptr->prep(creature_ptr, lookup_kind(TV_BOLT, (OBJECT_SUBTYPE_VALUE)m_bonus(1, creature_ptr->lev) + 1));
+ q_ptr->prep(lookup_kind(TV_BOLT, (OBJECT_SUBTYPE_VALUE)m_bonus(1, creature_ptr->lev) + 1));
q_ptr->number = (byte)rand_range(4, 8);
object_aware(creature_ptr, q_ptr);
object_known(q_ptr);