Finish score/wakeMonster tidy (scoreSlot; drop unused return)
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@@ -116,7 +116,7 @@ func (g *RogueGame) wanderer() {
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// wakeMonster is what to do when the hero steps next to a monster
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// (monsters.c wake_monster).
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func (g *RogueGame) wakeMonster(y, x int) *Monster {
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func (g *RogueGame) wakeMonster(y, x int) {
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p := &g.Player
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tp := g.Level.MonsterAt(y, x)
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@@ -143,8 +143,6 @@ func (g *RogueGame) wakeMonster(y, x int) *Monster {
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tp.Dest = &p.Pos
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}
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}
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return tp
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}
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// meanWakes decides whether a sleeping mean monster starts the chase
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