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engines/ultima/ultima8/world/item_selection_process.cpp
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engines/ultima/ultima8/world/item_selection_process.cpp
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "ultima/ultima8/audio/audio_process.h"
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#include "ultima/ultima8/ultima8.h"
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#include "ultima/ultima8/world/actors/main_actor.h"
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#include "ultima/ultima8/world/item_selection_process.h"
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#include "ultima/ultima8/world/item_factory.h"
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#include "ultima/ultima8/world/world.h"
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#include "ultima/ultima8/world/current_map.h"
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#include "ultima/ultima8/world/get_object.h"
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#include "ultima/ultima8/world/loop_script.h"
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#include "ultima/ultima8/usecode/uc_list.h"
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namespace Ultima {
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namespace Ultima8 {
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ItemSelectionProcess *ItemSelectionProcess::_instance = nullptr;
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static const uint32 SELECTOR_SHAPE = 0x5a3;
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static const uint16 SELECT_FAILED_SFX_REMORSE = 0xb0;
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static const uint16 SELECT_FAILED_SFX_REGRET = 0x1a7;
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DEFINE_RUNTIME_CLASSTYPE_CODE(ItemSelectionProcess)
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ItemSelectionProcess::ItemSelectionProcess() : Process(), _selectedItem(0),
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_ax(0), _ay(0), _az(0) {
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_instance = this;
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_type = 1; // persistent
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}
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ItemSelectionProcess::~ItemSelectionProcess() {
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if (_instance == this)
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_instance = nullptr;
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}
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void ItemSelectionProcess::run() {
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}
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bool ItemSelectionProcess::selectNextItem(bool grab) {
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MainActor *mainactor = getMainActor();
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CurrentMap *currentmap = World::get_instance()->getCurrentMap();
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if (!mainactor || !currentmap)
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return false;
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Point3 pt = mainactor->getCentre();
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_ax = pt.x;
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_ay = pt.y;
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_az = mainactor->getZ();
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UCList uclist(2);
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LOOPSCRIPT(script, LS_TOKEN_TRUE); // we want all items
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currentmap->areaSearch(&uclist, script, sizeof(script),
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mainactor, 0x200, false);
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Std::vector<Item *> candidates;
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for (unsigned int i = 0; i < uclist.getSize(); ++i) {
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ObjId itemid = uclist.getuint16(i);
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Item *item = getItem(itemid);
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if (!item)
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continue;
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const ShapeInfo *info = item->getShapeInfo();
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// Maybe this can be done with a loopscript,
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// but this is how the game does it..
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if (item->hasFlags(Item::FLG_HANGING))
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continue;
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uint16 family = item->getFamily();
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if (item->getShape() == 0x4ed || family == ShapeInfo::SF_CRUWEAPON ||
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family == ShapeInfo::SF_CRUAMMO || family == ShapeInfo::SF_CRUBOMB ||
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family == ShapeInfo::SF_CRUINVITEM ||
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(info && (info->_flags & ShapeInfo::SI_CRU_SELECTABLE))) {
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Point3 c = item->getCentre();
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int32 iz = item->getZ();
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if (abs(c.x - _ax) > 0x100 || abs(c.y - _ay) > 0x100 ||
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(iz - _az) >= 0x50 || (_az - iz) >= 0x18)
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continue;
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candidates.push_back(item);
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if (grab) {
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const ShapeInfo *info_g = item->getShapeInfo();
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if (!info_g || !(info_g->_flags & ShapeInfo::SI_CRU_SELECTABLE)) {
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MainActor *actor = getMainActor();
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if (actor)
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actor->addItemCru(item, true);
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}
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}
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}
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}
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if (grab) {
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clearSelection();
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return false;
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}
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if (candidates.size() < 1) {
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AudioProcess *audio = AudioProcess::get_instance();
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assert(audio);
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// Play the "beeboop" selection failed sound.
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uint16 sfxno = GAME_IS_REGRET ? SELECT_FAILED_SFX_REGRET : SELECT_FAILED_SFX_REMORSE;
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if (!audio->isSFXPlaying(sfxno))
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audio->playSFX(sfxno, 0x10, 0, 1);
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clearSelection();
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return false;
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}
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Item *item = candidates[0];
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if (_selectedItem) {
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// Pick the next item
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int offset = 0;
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for (const auto *c : candidates) {
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ObjId num = c->getObjId();
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if (_selectedItem == num) {
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offset++;
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break;
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}
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}
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offset = offset % candidates.size();
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item = candidates[offset];
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}
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putItemSelectionOnItem(item);
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return true;
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}
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void ItemSelectionProcess::useSelectedItem() {
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if (!_selectedItem)
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return;
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Item *item = getItem(_selectedItem);
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if (item) {
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const ShapeInfo *info = item->getShapeInfo();
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if (info && (info->_flags & ShapeInfo::SI_CRU_SELECTABLE)) {
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item->callUsecodeEvent_use();
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} else {
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MainActor *actor = getMainActor();
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if (actor)
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actor->addItemCru(item, true);
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}
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}
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clearSelection();
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}
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void ItemSelectionProcess::avatarMoved() {
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if (!_selectedItem)
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return;
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Item *item = getItem(_selectedItem);
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MainActor *mainactor = getMainActor();
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// Only clear if actor has moved a little
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if (item && mainactor) {
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Point3 a = mainactor->getCentre();
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uint32 range = MAX(abs(a.x - _ax), MAX(abs(a.y - _ay), abs(a.z - _az)));
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if (range > 16)
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clearSelection();
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}
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}
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void ItemSelectionProcess::clearSelection() {
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if (!getItemNum())
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return;
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Item *sprite = getItem(getItemNum());
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if (sprite) {
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sprite->destroy();
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}
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setItemNum(0);
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_selectedItem = 0;
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}
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void ItemSelectionProcess::putItemSelectionOnItem(Item *item) {
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assert(item);
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clearSelection();
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Point3 pt = item->getCentre();
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_selectedItem = item->getObjId();
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Item *sprite = ItemFactory::createItem(SELECTOR_SHAPE, 0, 0, Item::FLG_DISPOSABLE,
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0, 0, Item::EXT_SPRITE, true);
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sprite->move(pt);
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setItemNum(sprite->getObjId());
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}
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void ItemSelectionProcess::saveData(Common::WriteStream *ws) {
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Process::saveData(ws);
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ws->writeUint16LE(_selectedItem);
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ws->writeSint32LE(_ax);
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ws->writeSint32LE(_ay);
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ws->writeSint32LE(_az);
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}
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bool ItemSelectionProcess::loadData(Common::ReadStream *rs, uint32 version) {
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if (!Process::loadData(rs, version)) return false;
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_selectedItem = rs->readUint16LE();
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_ax = rs->readSint32LE();
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_ay = rs->readSint32LE();
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_az = rs->readSint32LE();
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_type = 1; // should be persistent but older savegames may not know that.
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return true;
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}
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} // End of namespace Ultima8
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} // End of namespace Ultima
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