Initial stage of major refactor - putting all PC/monster-affecting functions inside the respective classes
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@@ -260,14 +260,14 @@ void draw_pcs(location center,short mode) {
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if(univ.party[i].which_graphic >= 1000) {
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bool isParty = univ.party[i].which_graphic >= 10000;
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pic_num_t need_pic = univ.party[i].which_graphic % 1000;
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if(univ.party[i].dir >= 4)
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if(univ.party[i].direction >= 4)
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need_pic++;
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if(combat_posing_monster == i)
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need_pic += 2;
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graf_pos_ref(from_gw, source_rect) = spec_scen_g.find_graphic(need_pic, isParty);
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} else {
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source_rect = calc_rect(2 * (univ.party[i].which_graphic / 8), univ.party[i].which_graphic % 8);
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if(univ.party[i].dir >= 4)
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if(univ.party[i].direction >= 4)
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source_rect.offset(28,0);
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if(combat_posing_monster == i)
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source_rect.offset(0,288);
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@@ -294,7 +294,7 @@ void draw_pcs(location center,short mode) {
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where_draw.x = univ.party[current_pc].combat_pos.x - center.x + 4;
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where_draw.y = univ.party[current_pc].combat_pos.y - center.y + 4;
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source_rect = calc_rect(2 * (univ.party[current_pc].which_graphic / 8), univ.party[current_pc].which_graphic % 8);
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if(univ.party[current_pc].dir >= 4)
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if(univ.party[current_pc].direction >= 4)
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source_rect.offset(28,0);
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if(combat_posing_monster == current_pc)
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source_rect.offset(0,288);
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@@ -472,12 +472,12 @@ void draw_party_symbol(location center) {
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if(univ.party[i].which_graphic >= 1000) {
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bool isParty = univ.party[i].which_graphic >= 10000;
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pic_num_t need_pic = univ.party[i].which_graphic % 1000;
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if(univ.party[i].dir >= 4)
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if(univ.party[i].direction >= 4)
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need_pic++;
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graf_pos_ref(from_gw, source_rect) = spec_scen_g.find_graphic(need_pic, isParty);
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} else {
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source_rect = calc_rect(2 * (univ.party[current_pc].which_graphic / 8), univ.party[i].which_graphic % 8);
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if(univ.party[current_pc].dir >= 4)
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if(univ.party[current_pc].direction >= 4)
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source_rect.offset(28,0);
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from_gw = &pc_gworld;
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}
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