object_type *o_ptr = NULL;
switch (randint1(7)) {
case 1:
- o_ptr = &creature_ptr->inventory_list[INVEN_RARM];
+ o_ptr = &creature_ptr->inventory_list[INVEN_MAIN_HAND];
break;
case 2:
- o_ptr = &creature_ptr->inventory_list[INVEN_LARM];
+ o_ptr = &creature_ptr->inventory_list[INVEN_SUB_HAND];
break;
case 3:
o_ptr = &creature_ptr->inventory_list[INVEN_BODY];
o_ptr = &creature_ptr->inventory_list[INVEN_OUTER];
break;
case 5:
- o_ptr = &creature_ptr->inventory_list[INVEN_HANDS];
+ o_ptr = &creature_ptr->inventory_list[INVEN_ARMS];
break;
case 6:
o_ptr = &creature_ptr->inventory_list[INVEN_HEAD];