void teleport_away_followable(MONSTER_IDX m_idx)
{
monster_type *m_ptr = &m_list[m_idx];
- int oldfy = m_ptr->fy;
- int oldfx = m_ptr->fx;
- bool old_ml = m_ptr->ml;
- int old_cdis = m_ptr->cdis;
+ POSITION oldfy = m_ptr->fy;
+ POSITION oldfx = m_ptr->fx;
+ bool old_ml = m_ptr->ml;
+ POSITION old_cdis = m_ptr->cdis;
teleport_away(m_idx, MAX_SIGHT * 2 + 5, 0L);
{
BIT_FLAGS flgs[TR_FLAG_SIZE];
object_type *o_ptr;
- int i;
+ INVENTORY_IDX i;
for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
{