Initial stage of major refactor - putting all PC/monster-affecting functions inside the respective classes
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@@ -30,7 +30,6 @@ void draw_help_dialog_item_buttons(cDialog& dialog,short item);
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void draw_help_dialog_forcefields(cDialog& dialog,short item);
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void make_cursor_watch() ;
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void place_glands(location where,mon_num_t m_type);
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short party_total_level() ;
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void reset_item_max();
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short item_val(cItem item);
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void place_treasure(location where,short level,short loot,short mode);
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