Overhaul the game's "rendering pipeline", simplifying it a fair bit
- Also significantly improves performance
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@@ -651,7 +651,7 @@ bool handle_action(sf::Event event)
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center = univ.town.p_loc;
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//put_pc_screen();
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set_stat_window(current_pc);
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redraw_screen();
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redraw_screen(REFRESH_TERRAIN | REFRESH_TEXT);
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play_sound(93);
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need_reprint = true;
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need_redraw = true;
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@@ -1794,7 +1794,7 @@ bool handle_keystroke(sf::Event& event){
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clear_map();
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add_string_to_buf("Debug: Reunite party and leave town.");
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print_buf();
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redraw_screen();
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redraw_screen(REFRESH_ALL);
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break;
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case 'C':
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@@ -1943,7 +1943,7 @@ bool handle_keystroke(sf::Event& event){
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position_party(scenario.out_sec_start.x,scenario.out_sec_start.y,
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scenario.out_start.x,scenario.out_start.y);
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center = univ.town.p_loc = scenario.where_start;
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redraw_screen();
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redraw_screen(REFRESH_ALL);
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add_string_to_buf("Debug: You return to the start.");
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print_buf();
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break;
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@@ -2199,11 +2199,7 @@ void do_save(short mode)
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pause(6);
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// initiate_redraw();
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// put_pc_screen();
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// put_item_screen(stat_window,0);
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// print_buf();
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redraw_screen();
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redraw_screen(REFRESH_TEXT);
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}
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void increase_age()////
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