if (y == y2 && x == x2)
hit2 = TRUE;
else if (is_friend && floor_ptr->grid_array[y][x].m_idx > 0 &&
- !are_enemies(m_ptr, &floor_ptr->m_list[floor_ptr->grid_array[y][x].m_idx]))
+ !are_enemies(target_ptr, m_ptr, &floor_ptr->m_list[floor_ptr->grid_array[y][x].m_idx]))
{
/* Friends don't shoot friends */
return FALSE;
/* Cancel if neither enemy nor a given target */
if ((m_idx == target_idx) ||
- ((target_idx != target_ptr->pet_t_m_idx) && !are_enemies(m_ptr, t_ptr)))
+ ((target_idx != target_ptr->pet_t_m_idx) && !are_enemies(target_ptr, m_ptr, t_ptr)))
{
target_idx = 0;
}
if (!monster_is_valid(t_ptr)) continue;
/* Monster must be 'an enemy' */
- if ((m_idx == target_idx) || !are_enemies(m_ptr, t_ptr)) continue;
+ if ((m_idx == target_idx) || !are_enemies(target_ptr, m_ptr, t_ptr)) continue;
/* Monster must be projectable */
if (!projectable(target_ptr, m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx)) continue;