* @param m_ptr 目標モンスターの構造体参照ポインタ
* @return スレイ倍率をかけたダメージ量
*/
-static MULTIPLY tot_dam_aux_shot(player_type *sniper_ptr, object_type *o_ptr, HIT_POINT tdam, monster_type *m_ptr, SPELL_IDX snipe_type)
+static MULTIPLY calc_shot_damage_with_slay(player_type *sniper_ptr, object_type *o_ptr, HIT_POINT tdam, monster_type *m_ptr, SPELL_IDX snipe_type)
{
MULTIPLY mult = 10;
else
{
/* Apply special damage */
- tdam = tot_dam_aux_shot(shooter_ptr, q_ptr, tdam, m_ptr, snipe_type);
+ tdam = calc_shot_damage_with_slay(shooter_ptr, q_ptr, tdam, m_ptr, snipe_type);
tdam = critical_shot(shooter_ptr, q_ptr->weight, q_ptr->to_h, j_ptr->to_h, tdam);
/* No negative damage */