if (cmd_limit_blind(p_ptr)) return;
if (cmd_limit_confused(p_ptr)) return;
- do_cmd_read_scroll_aux(item, TRUE);
+ exe_read(item, TRUE);
break;
}
* cancelled before use. XXX Reading them still takes a current_world_ptr->game_turn, though.
* </pre>
*/
-void do_cmd_read_scroll_aux(INVENTORY_IDX item, bool known)
+void exe_read(INVENTORY_IDX item, bool known)
{
int k, used_up, ident, lev;
object_type *o_ptr;
if (!o_ptr) return;
/* Read the scroll */
- do_cmd_read_scroll_aux(item, object_is_aware(o_ptr));
+ exe_read(item, object_is_aware(o_ptr));
}
-extern void do_cmd_read_scroll_aux(INVENTORY_IDX item, bool known);
+extern void exe_read(INVENTORY_IDX item, bool known);
extern void do_cmd_read_scroll(void);