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