/* Set the sort hooks */
if (mode & (TARGET_KILL))
{
- /* Target the nearest monster for shooting */
- ang_sort_comp = ang_sort_comp_distance;
- ang_sort_swap = ang_sort_swap_distance;
+ ang_sort(tmp_pos.x, tmp_pos.y, tmp_pos.n, ang_sort_comp_distance, ang_sort_swap_distance);
}
else
{
- /* Look important grids first in Look command */
- ang_sort_comp = ang_sort_comp_importance;
- ang_sort_swap = ang_sort_swap_distance;
+ ang_sort(tmp_pos.x, tmp_pos.y, tmp_pos.n, ang_sort_comp_importance, ang_sort_swap_distance);
}
- /* Sort the positions */
- ang_sort(tmp_pos.x, tmp_pos.y, tmp_pos.n);
-
if (p_ptr->riding && target_pet && (tmp_pos.n > 1) && (mode & (TARGET_KILL)))
{
POSITION tmp;
monster_desc(m_name, m_ptr, 0);
if (MON_CONFUSED(m_ptr))
{
- msg_format(_("%sは混乱している。", "%^s is confusing."), m_name);
+ msg_format(_("%sは混乱している。", "%^s is confused."), m_name);
}
else
{
monster_desc(m_name, m_ptr, 0);
if (MON_CONFUSED(m_ptr))
{
- msg_format(_("%sは混乱している。", "%^s is confusing."), m_name);
+ msg_format(_("%sは混乱している。", "%^s is confused."), m_name);
}
else
{
}
}
- /* Target the nearest monster for shooting */
- ang_sort_comp = ang_sort_comp_distance;
- ang_sort_swap = ang_sort_swap_distance;
-
/* Sort the positions */
- ang_sort(tmp_pos.x, tmp_pos.y, tmp_pos.n);
+ ang_sort(tmp_pos.x, tmp_pos.y, tmp_pos.n, ang_sort_comp_distance, ang_sort_swap_distance);
}
/*