/* If we are requested other action, stop singing */
if (prev_typ == ACTION_SING) stop_singing(creature_ptr);
- if (prev_typ == ACTION_SPELL) stop_hex_spell();
+ if (prev_typ == ACTION_SPELL) stop_hex_spell(creature_ptr);
switch (creature_ptr->action)
{
/* Sniper */
if (creature_ptr->concent) reset_concentration(creature_ptr, TRUE);
- if (hex_spelling_any(creature_ptr)) stop_hex_spell_all();
+ if (hex_spelling_any(creature_ptr)) stop_hex_spell_all(creature_ptr);
notice = TRUE;
creature_ptr->counter = FALSE;
{
msg_print(_("体が麻痺してしまった!", "You are paralyzed!"));
if (creature_ptr->concent) reset_concentration(creature_ptr, TRUE);
- if (hex_spelling_any(creature_ptr)) stop_hex_spell_all();
+ if (hex_spelling_any(creature_ptr)) stop_hex_spell_all(creature_ptr);
creature_ptr->counter = FALSE;
notice = TRUE;
{
if (creature_ptr->fast > v) return FALSE;
}
- else if (!IS_FAST() && !creature_ptr->lightspeed)
+ else if (!IS_FAST(creature_ptr) && !creature_ptr->lightspeed)
{
msg_print(_("素早く動けるようになった!", "You feel yourself moving much faster!"));
notice = TRUE;
/* Sniper */
if (creature_ptr->concent) reset_concentration(creature_ptr, TRUE);
- if (hex_spelling_any(creature_ptr)) stop_hex_spell_all();
+ if (hex_spelling_any(creature_ptr)) stop_hex_spell_all(creature_ptr);
notice = TRUE;
}
if (creature_ptr->wild_mode && (new_aux < 2))
{
- change_wild_mode(FALSE);
+ change_wild_mode(creature_ptr, FALSE);
}
/* Change */