MONSTER_IDX i;
/* Genocide everyone nearby */
- for (i = 1; i < m_max; i++)
+ for (i = 1; i < current_floor_ptr->m_max; i++)
{
monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
if (!monster_is_valid(m_ptr)) continue;
MONSTER_IDX i;
/* Genocide everyone */
- for (i = 1; i < m_max; i++)
+ for (i = 1; i < current_floor_ptr->m_max; i++)
{
monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
if (!monster_is_valid(m_ptr)) continue;