* on the level on which the chest is generated.\r
* </pre>\r
*/\r
-void chest_death(bool scatter, int y, int x, s16b o_idx)\r
+void chest_death(bool scatter, POSITION y, POSITION x, OBJECT_IDX o_idx)\r
{\r
int number;\r
\r
* Note that the chest itself is never destroyed.\r
* </pre>\r
*/\r
-void chest_trap(POSITION y, POSITION x, KIND_OBJECT_IDX o_idx)\r
+void chest_trap(POSITION y, POSITION x, OBJECT_IDX o_idx)\r
{\r
- int i, trap;\r
+ int i, trap;\r
\r
object_type *o_ptr = &o_list[o_idx];\r
\r