Allow PC to accept item that will stack, even if slots full
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@@ -373,7 +373,7 @@ void handle_sale(int i) {
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univ.current_pc().status[eStatus::PARALYZED] = 0;
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break;
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case eShopItemType::REMOVE_CURSE:
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for(int i = 0; i < univ.current_pc().items.size(); i++)
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for(int i = 0; i < cPlayer::INVENTORY_SIZE; i++)
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if((univ.current_pc().equip[i]) &&
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(univ.current_pc().items[i].cursed))
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univ.current_pc().items[i].cursed = univ.current_pc().items[i].unsellable = false;
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@@ -589,7 +589,7 @@ void set_up_shop_array() {
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shop_array.push_back(j);
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break;
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case eShopItemType::REMOVE_CURSE:
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for(int i = 0; i < univ.current_pc().items.size(); i++) {
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for(int i = 0; i < cPlayer::INVENTORY_SIZE; i++) {
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if((univ.current_pc().equip[i]) && (univ.current_pc().items[i].cursed)) {
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shop_array.push_back(j);
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break;
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@@ -2342,7 +2342,7 @@ short damage_pc(cPlayer& which_pc,short how_much,eDamageType damage_type,eRace t
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// armor
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if(damage_type == eDamageType::WEAPON || damage_type == eDamageType::UNDEAD || damage_type == eDamageType::DEMON) {
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how_much -= minmax(-5,5,which_pc.status[eStatus::BLESS_CURSE]);
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for(short i = 0; i < which_pc.items.size(); i++) {
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for(short i = 0; i < cPlayer::INVENTORY_SIZE; i++) {
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const cItem& item = which_pc.items[i];
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if(item.variety != eItemType::NO_ITEM && which_pc.equip[i]) {
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if((*item.variety).is_armour) {
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@@ -2534,7 +2534,7 @@ void kill_pc(cPlayer& which_pc,eMainStatus type) {
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if(combat_active_pc < 6 && &which_pc == &univ.party[combat_active_pc])
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combat_active_pc = 6;
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for(short i = 0; i < which_pc.items.size(); i++)
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for(short i = 0; i < cPlayer::INVENTORY_SIZE; i++)
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which_pc.equip[i] = false;
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item_loc = is_combat() ? which_pc.combat_pos : univ.party.town_loc;
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