dispel_player();
if (p_ptr->riding) dispel_monster_status(p_ptr->riding);
- if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
+ if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (p_ptr->inventory_list[INVEN_BOW].name1 == ART_CRIMSON))
msg_print(_("やりやがったな!", ""));
else if ((p_ptr->pseikaku == SEIKAKU_CHARGEMAN))
{
if (TARGET_TYPE == MONSTER_TO_PLAYER)
{
- if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
+ if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (p_ptr->inventory_list[INVEN_BOW].name1 == ART_CRIMSON))
msg_print(_("くっそ~", ""));
else if ((p_ptr->pseikaku == SEIKAKU_CHARGEMAN))
{
int shoot_dd = 1, shoot_ds = 1, shoot_base = 0;
object_type *o_ptr = NULL;
- if (has_melee_weapon(INVEN_RARM)) o_ptr = &inventory[INVEN_RARM];
- else if (has_melee_weapon(INVEN_LARM)) o_ptr = &inventory[INVEN_LARM];
+ if (has_melee_weapon(INVEN_RARM)) o_ptr = &p_ptr->inventory_list[INVEN_RARM];
+ else if (has_melee_weapon(INVEN_LARM)) o_ptr = &p_ptr->inventory_list[INVEN_LARM];
if (o_ptr)
{