if (f1 & TR1_SLAY_ANIMAL) compare_weapon_aux2(o_ptr, p_ptr->num_blow[0], r++, col, 2*mult, "Animals:", f1, f2, f3, TERM_YELLOW);
if (f1 & TR1_SLAY_EVIL) compare_weapon_aux2(o_ptr, p_ptr->num_blow[0], r++, col, 2*mult, "Evil:", f1, f2, f3, TERM_YELLOW);
if (f1 & TR1_SLAY_UNDEAD) compare_weapon_aux2(o_ptr, p_ptr->num_blow[0], r++, col, 3*mult, "Undead:", f1, f2, f3, TERM_YELLOW);
if (f1 & TR1_SLAY_ANIMAL) compare_weapon_aux2(o_ptr, p_ptr->num_blow[0], r++, col, 2*mult, "Animals:", f1, f2, f3, TERM_YELLOW);
if (f1 & TR1_SLAY_EVIL) compare_weapon_aux2(o_ptr, p_ptr->num_blow[0], r++, col, 2*mult, "Evil:", f1, f2, f3, TERM_YELLOW);
if (f1 & TR1_SLAY_UNDEAD) compare_weapon_aux2(o_ptr, p_ptr->num_blow[0], r++, col, 3*mult, "Undead:", f1, f2, f3, TERM_YELLOW);