Use max_dim for temporarily displacing monster
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@@ -327,18 +327,18 @@ bool monst_can_be_there(location loc,short m_num) {
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location destination;
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// First clear monst away so it doesn't block itself
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univ.town.monst[m_num].cur_loc.x += 100;
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univ.town.monst[m_num].cur_loc.x += univ.town->max_dim;
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for(short i = 0; i < univ.town.monst[m_num].x_width; i++)
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for(short j = 0; j < univ.town.monst[m_num].y_width; j++) {
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destination.x = loc.x + i; destination.y = loc.y + j;
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if((is_blocked(destination))
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|| (loc_off_act_area(destination))) {
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univ.town.monst[m_num].cur_loc.x -= 100;
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univ.town.monst[m_num].cur_loc.x -= univ.town->max_dim;
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return false;
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}
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}
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univ.town.monst[m_num].cur_loc.x -= 100;
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univ.town.monst[m_num].cur_loc.x -= univ.town->max_dim;
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return true;
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}
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