diff --git a/src/game/boe.actions.cpp b/src/game/boe.actions.cpp index 99190320..273efddd 100644 --- a/src/game/boe.actions.cpp +++ b/src/game/boe.actions.cpp @@ -2182,7 +2182,6 @@ void debug_enter_town() { if(town == -1) return; if(has_feature_flag("debug-enter-town", "move-outdoors")){ - end_town_mode(false, {0,0}, true); outd_move_to_first_town_entrance(town); } @@ -3629,23 +3628,8 @@ void outd_move_to_first_town_entrance(int town) { if(!town_entrances.empty()){ // When there are multiple entrances, this part of the code shouldn't matter, // but also won't hurt. - town_entrance_t first_entrance_found = town_entrances[0]; - int x = first_entrance_found.out_sec.x; - int y = first_entrance_found.out_sec.y; - // Very janky but I don't know how else to make it properly load the right sections and set i_w_c - while(univ.party.outdoor_corner.x > x){ - shift_universe_left(); - } - while(univ.party.outdoor_corner.x < x){ - shift_universe_right(); - } - while(univ.party.outdoor_corner.y > y){ - shift_universe_up(); - } - while(univ.party.outdoor_corner.y < y){ - shift_universe_down(); - } - outd_move_party(local_to_global(first_entrance_found.loc), true); + town_entrance_t first_entrance = town_entrances[0]; + position_party(first_entrance.out_sec.x, first_entrance.out_sec.y, first_entrance.loc.x, first_entrance.loc.y); } }