Initial stage of major refactor - putting all PC/monster-affecting functions inside the respective classes
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@@ -690,7 +690,7 @@ void start_town_combat(eDirection direction) {
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for(i = 0; i < 6; i++) {
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univ.party[i].last_attacked = univ.town.monst.size() + 10;
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univ.party[i].parry = 0;
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univ.party[i].dir = direction;
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univ.party[i].direction = direction;
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univ.party[current_pc].direction = direction;
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if(univ.party[i].main_status == eMainStatus::ALIVE)
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update_explored(univ.party[i].combat_pos);
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@@ -722,7 +722,7 @@ eDirection end_town_combat() {
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for(i = 0; i < 6; i++) {
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univ.party[i].parry = 0;
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}
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return univ.party[r1].dir;
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return univ.party[r1].direction;
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}
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void place_party(short direction) {
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