Combine town-shifting data into a single structure
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@@ -124,11 +124,11 @@ void start_town_mode(short which_town, short entry_dir) {
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// Now adjust town number as necessary.
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for(i = 0; i < 10; i++)
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if(univ.scenario.town_to_add_to[i] >= 0 && univ.scenario.town_to_add_to[i] < 200 &&
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town_number == univ.scenario.town_to_add_to[i] &&
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univ.party.sd_legit(univ.scenario.flag_to_add_to_town[i][0],univ.scenario.flag_to_add_to_town[i][1])) {
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if(univ.scenario.town_mods[i].spec >= 0 && univ.scenario.town_mods[i].spec < 200 &&
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town_number == univ.scenario.town_mods[i].spec &&
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univ.party.sd_legit(univ.scenario.town_mods[i].x,univ.scenario.town_mods[i].y)) {
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former_town = town_number;
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town_number += PSD[univ.scenario.flag_to_add_to_town[i][0]][univ.scenario.flag_to_add_to_town[i][1]];
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town_number += PSD[univ.scenario.town_mods[i].x][univ.scenario.town_mods[i].y];
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// Now update horses & boats
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for(i = 0; i < univ.party.horses.size(); i++)
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if((univ.party.horses[i].exists) && (univ.party.horses[i].which_town == former_town))
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