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subdivided game.cpp; split movepcto into separate functions
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@@ -1155,7 +1155,7 @@ void movePlayer(monster *m, int delta) {
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cwt.at = c2; afterplayermoved();
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if(c2->item && c2->land == laAlchemist) c2->wall = m->base->wall;
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if(m->base->wall == waRoundTable)
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roundTableMessage(c2);
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camelot::roundTableMessage(c2);
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if(c2->wall == waCloud || c2->wall == waMirror) {
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visibleFor(500);
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cellwalker cw(c2, 0, false);
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@@ -1176,7 +1176,7 @@ void movePlayer(monster *m, int delta) {
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items[itOrbLife] = 0;
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m->dead = true;
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}
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uncoverMinesFull(c2);
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mine::uncover_full(c2);
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if(isWatery(c2) && isWatery(m->base) && m->inBoat)
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moveItem(m->base, c2, true);
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@@ -2622,7 +2622,7 @@ EX void turn(int delta) {
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#if CAP_INV
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if(inv::on) inv::compute();
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#endif
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terracotta();
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terracotta::check();
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heat::processfires();
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if(havewhat&HF_WHIRLPOOL) whirlpool::move();
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if(havewhat&HF_WHIRLWIND) whirlwind::move();
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