update_monster(player_ptr, g_ptr->m_idx, true);
- m_ptr->get_real_r_ref().cur_num++;
+ m_ptr->get_real_monrace().cur_num++;
/*
* Memorize location of the unique monster in saved floors.
* A unique monster move from old saved floor.
*/
if (w_ptr->character_dungeon && (r_ptr->kind_flags.has(MonsterKindType::UNIQUE) || r_ptr->population_flags.has(MonsterPopulationType::NAZGUL))) {
- m_ptr->get_real_r_ref().floor_id = player_ptr->floor_id;
+ m_ptr->get_real_monrace().floor_id = player_ptr->floor_id;
}
if (any_bits(r_ptr->flags2, RF2_MULTIPLY)) {