* </pre>
*/
-bool do_cmd_disarm_aux(player_type *creature_ptr, POSITION y, POSITION x, DIRECTION dir)
+bool exe_disarm(player_type *creature_ptr, POSITION y, POSITION x, DIRECTION dir)
{
grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
/* Disarm trap */
else
{
- more = do_cmd_disarm_aux(creature_ptr, y, x, dir);
+ more = exe_disarm(creature_ptr, y, x, dir);
}
}
/* Disarm traps */
else if (have_flag(f_ptr->flags, FF_DISARM))
{
- more = do_cmd_disarm_aux(p_ptr, y, x, dir);
+ more = exe_disarm(p_ptr, y, x, dir);
}
else
extern void exe_fire(INVENTORY_IDX item, object_type *j_ptr, SPELL_IDX snipe_type);
extern bool do_cmd_throw(int mult, bool boomerang, OBJECT_IDX shuriken);
extern bool easy_open_door(player_type *creature_ptr, POSITION y, POSITION x);
-extern bool do_cmd_disarm_aux(player_type *creature_ptr, POSITION y, POSITION x, DIRECTION dir);
+extern bool exe_disarm(player_type *creature_ptr, POSITION y, POSITION x, DIRECTION dir);
extern void kamaenaoshi(INVENTORY_IDX item);
{
if (!trap_can_be_ignored(p_ptr, g_ptr->feat))
{
- (void)do_cmd_disarm_aux(creature_ptr, y, x, dir);
+ (void)exe_disarm(creature_ptr, y, x, dir);
return;
}
}