Document a few functions
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@ -898,6 +898,10 @@ void UpdateEnemy(int i)
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}
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}
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/**
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* @brief Make the AI wait a bit before thinking again
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* @param len
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*/
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void AiDelay(int i, int len)
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{
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if (len <= 0) {
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@ -912,6 +916,9 @@ void AiDelay(int i, int len)
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Monsters[i]._mmode = MM_DELAY;
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}
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/**
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* @brief Get the direction from the monster to its current enemy
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*/
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Direction GetMonsterDirection(int i)
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{
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return GetDirection(Monsters[i].position.tile, Monsters[i].enemyPosition);
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@ -2052,6 +2059,9 @@ bool RandomWalk2(int i, Direction md)
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return ok;
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}
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/**
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* @brief Check if a tile is affected by a spell we are vunerable to
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*/
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bool MonsterIsTileSafe(int i, Point position)
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{
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int8_t mi = dMissile[position.x][position.y];
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@ -2090,6 +2100,9 @@ bool MonsterIsTileSafe(int i, Point position)
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return true;
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}
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/**
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* @brief Check that the monster can stand on the tile
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*/
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bool MonsterIsTileClear(int i, Point position)
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{
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if (SolidLoc(position))
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@ -2104,6 +2117,9 @@ bool MonsterIsTileClear(int i, Point position)
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return MonsterIsTileSafe(i, position);
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}
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/**
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* @brief Check that the amonster that can open doors can stand on the tile
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*/
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bool MonsterIsTileClearOrDoor(int i, Point position)
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{
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bool isdoor = false;
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