I'm breaking things!
Ok, it turns out I derped and somehow simpleChoices had either been reverted to the old calling standard, or I just never updated it (I thought I did?). Anyways, doYesNo() and simpleChoices were therefore trying to cast a function() to a number, which returned NaN and made all the things asplode. It seems to be working now. I'll test a bit more tomorrow, and then merge back into the master.
Found the proper license in the source.
Whoops, I can't read. never mind.
HOLY AUTOMATED REFACTORING BATMAN.
Anyways, I've written a script that pulled out the functions from the event numbers in doEvent.as, and then went through all the .as files in ./includes and replaced the event numbers with the corresponding functions. Hopefully, it won't cause too many issues, it certainly compiles, in any event.
Horribly messy script for automating refactoring stuff.
Updates broke too much stuff, rolling back the master until I get it working.

This reverts commit 393b04a9a1566062e76396e44837d30157863a32.
Minor cleanup (I was just idly tinkering. No actual changes, just code beautifying).
A version of the .fla file that does not complain when opened with CS6. Fenoxo has CC, and it was bitching about a newer file version. Also, I installed the font Fenoxo was using, and now any .swf I generate has no fonts (wtf?). I've fidgeted with embedding the font, and it didn't help. Anyways, I changed it to a similarly themed font, and it seems to work now.
Merge branch 'refactoringWIP' of https://github.com/herp-a-derp/Corruption-of-Champions
Proper code reorganization this time. I think.
Overhauling the Creature class

Overhauled the creature class to break it down into separate classes.
Creature is the top class, Monster and Character inherit from it and
Player and NonPlayer inherits from Character. NonPlayer is currently
useless and I have high hopes for it to convert over Followers to
classes.

I've also included something I'm testing out in Cocks, using an enum
substitute that I found online. CockTypes is a basic version of it,
ItemsEnum is something a little more complicated. I think this may
really give us a clear structure to all the types floating around.
Comment out all the flag indices in each source file, move them all to a single file (currently in the root of the directory, so I don't have to exclude it from searching through the whole ./includes/ directory.
Forgot a file
Ok, all instances of flags[{number}] are now gone.
Dunno why this didn't get pushed before
I did a better job on the script to remove unused event numbers, it now should be pretty robust. As such, doEvent is now updated.
The flags are now stored in a custom class that acts like a array, but actually uses a Dictionary internally. As such, flags can now eventually be specified using a string as a indice, as well as a int. Currently only int indices work, but that's because the save mechanism isn't fixed yet. Anyways, it's a thing.
Also, I clarified what a few flags that were previously UNKNOWN are (debug, sprite, silly toggles).
Merge branch 'master' of https://github.com/herp-a-derp/Corruption-of-Champions

Conflicts:
	CoC.swf
	classes/classes/creature.as
	includes/amily.as
	includes/ants.as
	includes/charCreation.as
	includes/saves.as
Changing the game to use CockTypesEnum.

Converted all the code over to using the CockTypesEnum, which makes it much clearer what cock type everything is. I plan to extend this to all types.