Bulk clearing of whitespace
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@@ -48,7 +48,7 @@ void cSlotArea::Clicked(cPlayer & a_Player, int a_SlotNum, eClickAction a_ClickA
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ItemToFullString(*GetSlot(a_SlotNum, a_Player)).c_str()
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);
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*/
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ASSERT((a_SlotNum >= 0) && (a_SlotNum < GetNumSlots()));
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bool bAsync = false;
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@@ -57,7 +57,7 @@ void cSlotArea::Clicked(cPlayer & a_Player, int a_SlotNum, eClickAction a_ClickA
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LOGWARNING("GetSlot(%d) returned nullptr! Ignoring click", a_SlotNum);
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return;
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}
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switch (a_ClickAction)
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{
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case caShiftLeftClick:
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@@ -100,7 +100,7 @@ void cSlotArea::Clicked(cPlayer & a_Player, int a_SlotNum, eClickAction a_ClickA
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break;
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}
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}
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cItem Slot(*GetSlot(a_SlotNum, a_Player));
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if (!Slot.IsSameType(a_ClickedItem))
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{
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@@ -154,7 +154,7 @@ void cSlotArea::Clicked(cPlayer & a_Player, int a_SlotNum, eClickAction a_ClickA
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}
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break;
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}
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case caLeftClick:
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{
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// Left-clicked
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@@ -193,7 +193,7 @@ void cSlotArea::Clicked(cPlayer & a_Player, int a_SlotNum, eClickAction a_ClickA
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return;
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}
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} // switch (a_ClickAction
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SetSlot(a_SlotNum, a_Player, Slot);
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if (bAsync)
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{
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@@ -216,7 +216,7 @@ void cSlotArea::ShiftClicked(cPlayer & a_Player, int a_SlotNum, const cItem & a_
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Slot.Empty();
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}
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SetSlot(a_SlotNum, a_Player, Slot);
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// Some clients try to guess our actions and not always right (armor slots in 1.2.5), so we fix them:
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m_ParentWindow.BroadcastWholeWindow();
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}
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@@ -240,14 +240,14 @@ void cSlotArea::DblClicked(cPlayer & a_Player, int a_SlotNum)
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LOGD("%s DblClicked with an empty hand over empty slot, ignoring", a_Player.GetName().c_str());
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return;
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}
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// Add as many items from the surrounding area into hand as possible:
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// First skip full stacks, then if there's still space, process full stacks as well:
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if (!m_ParentWindow.CollectItemsToHand(Dragging, *this, a_Player, false))
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{
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m_ParentWindow.CollectItemsToHand(Dragging, *this, a_Player, true);
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}
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m_ParentWindow.BroadcastWholeWindow(); // We need to broadcast, in case the window was a chest opened by multiple players
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}
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@@ -560,7 +560,7 @@ void cSlotAreaCrafting::OnPlayerRemoved(cPlayer & a_Player)
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{
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// Toss all items on the crafting grid:
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TossItems(a_Player, 1, m_NumSlots);
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// Remove the current recipe from the player -> recipe map:
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for (cRecipeMap::iterator itr = m_Recipes.begin(), end = m_Recipes.end(); itr != end; ++itr)
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{
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@@ -640,7 +640,7 @@ void cSlotAreaCrafting::ClickedResult(cPlayer & a_Player)
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// Get the new recipe and update the result slot:
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UpdateRecipe(a_Player);
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// We're done. Send all changes to the client and bail out:
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m_ParentWindow.BroadcastWholeWindow();
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}
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@@ -667,7 +667,7 @@ void cSlotAreaCrafting::ShiftClickedResult(cPlayer & a_Player)
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// Couldn't distribute all of it. Bail out
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return;
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}
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// Distribute the result, this time for real:
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ResultCopy = Result;
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m_ParentWindow.DistributeStack(ResultCopy, 0, a_Player, this, true);
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@@ -681,7 +681,7 @@ void cSlotAreaCrafting::ShiftClickedResult(cPlayer & a_Player)
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// Broadcast the window, we sometimes move items to different locations than Vanilla, causing needless desyncs:
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m_ParentWindow.BroadcastWholeWindow();
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// If the recipe has changed, bail out:
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if (!Recipe.GetResult().IsEqual(Result))
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{
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@@ -737,7 +737,7 @@ cCraftingRecipe & cSlotAreaCrafting::GetRecipeForPlayer(cPlayer & a_Player)
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return itr->second;
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}
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} // for itr - m_Recipes[]
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// Not found. Add a new one:
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cCraftingGrid Grid(GetPlayerSlots(a_Player) + 1, m_GridSize, m_GridSize);
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cCraftingRecipe Recipe(Grid);
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@@ -906,7 +906,7 @@ void cSlotAreaAnvil::ShiftClicked(cPlayer & a_Player, int a_SlotNum, const cItem
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OnTakeResult(a_Player);
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}
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SetSlot(a_SlotNum, a_Player, Slot);
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// Some clients try to guess our actions and not always right (armor slots in 1.2.5), so we fix them:
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m_ParentWindow.BroadcastWholeWindow();
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}
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@@ -1055,7 +1055,7 @@ void cSlotAreaAnvil::UpdateResult(cPlayer & a_Player)
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cItem Input(*GetSlot(0, a_Player));
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cItem SecondInput(*GetSlot(1, a_Player));
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cItem Output(*GetSlot(2, a_Player));
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if (Input.IsEmpty())
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{
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Output.Empty();
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@@ -1071,7 +1071,7 @@ void cSlotAreaAnvil::UpdateResult(cPlayer & a_Player)
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if (!SecondInput.IsEmpty())
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{
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bool IsEnchantBook = (SecondInput.m_ItemType == E_ITEM_ENCHANTED_BOOK);
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RepairCost += SecondInput.m_RepairCost;
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if (Input.IsDamageable() && cItemHandler::GetItemHandler(Input)->CanRepairWithRawMaterial(SecondInput.m_ItemType))
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{
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@@ -1307,7 +1307,7 @@ void cSlotAreaBeacon::Clicked(cPlayer & a_Player, int a_SlotNum, eClickAction a_
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{
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return;
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}
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Slot = DraggingItem.CopyOne();
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DraggingItem.m_ItemCount -= 1;
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if (DraggingItem.m_ItemCount <= 0)
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@@ -1459,7 +1459,7 @@ void cSlotAreaEnchanting::Clicked(cPlayer & a_Player, int a_SlotNum, eClickActio
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break;
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}
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}
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cItem Slot(*GetSlot(a_SlotNum, a_Player));
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if (!Slot.IsSameType(a_ClickedItem))
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{
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@@ -2227,12 +2227,12 @@ void cSlotAreaInventoryBase::Clicked(cPlayer & a_Player, int a_SlotNum, eClickAc
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DropClicked(a_Player, a_SlotNum, (a_ClickAction == caCtrlDropKey));
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return;
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}
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// Creative inventory must treat a_ClickedItem as a DraggedItem instead, replacing the inventory slot with it
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SetSlot(a_SlotNum, a_Player, a_ClickedItem);
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return;
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}
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// Survival inventory and all other windows' inventory has the same handling as normal slot areas
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super::Clicked(a_Player, a_SlotNum, a_ClickAction, a_ClickedItem);
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return;
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@@ -2316,7 +2316,7 @@ void cSlotAreaArmor::Clicked(cPlayer & a_Player, int a_SlotNum, eClickAction a_C
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DropClicked(a_Player, a_SlotNum, (a_ClickAction == caCtrlDropKey));
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return;
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}
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SetSlot(a_SlotNum, a_Player, a_ClickedItem);
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return;
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}
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@@ -2473,18 +2473,18 @@ const cItem * cSlotAreaTemporary::GetSlot(int a_SlotNum, cPlayer & a_Player) con
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{
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LOGERROR("cSlotAreaTemporary: player \"%s\" not found for slot %d!", a_Player.GetName().c_str(), a_SlotNum);
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ASSERT(!"cSlotAreaTemporary: player not found!");
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// Player not found, this should not happen, ever! Return nullptr, but things may break by this.
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return nullptr;
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}
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if (a_SlotNum >= static_cast<int>(itr->second.size()))
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{
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LOGERROR("cSlotAreaTemporary: asking for more slots than actually stored!");
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ASSERT(!"cSlotAreaTemporary: asking for more slots than actually stored!");
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return nullptr;
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}
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return &(itr->second[static_cast<size_t>(a_SlotNum)]);
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}
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@@ -2501,13 +2501,13 @@ void cSlotAreaTemporary::SetSlot(int a_SlotNum, cPlayer & a_Player, const cItem
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LOGWARNING("cSlotAreaTemporary: player not found!");
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return;
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}
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if (a_SlotNum >= static_cast<int>(itr->second.size()))
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{
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LOGERROR("cSlotAreaTemporary: asking for more slots than actually stored!");
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return;
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}
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itr->second[static_cast<size_t>(a_SlotNum)] = a_Item;
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}
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@@ -2544,7 +2544,7 @@ void cSlotAreaTemporary::TossItems(cPlayer & a_Player, int a_Begin, int a_End)
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LOGWARNING("Player tossing items (%s) not found in the item map", a_Player.GetName().c_str());
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return;
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}
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cItems Drops;
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for (int i = a_Begin; i < a_End; i++)
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{
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@@ -2555,7 +2555,7 @@ void cSlotAreaTemporary::TossItems(cPlayer & a_Player, int a_Begin, int a_End)
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}
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Item.Empty();
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} // for i - itr->second[]
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double vX = 0, vY = 0, vZ = 0;
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EulerToVector(-a_Player.GetYaw(), a_Player.GetPitch(), vZ, vX, vY);
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vY = -vY * 2 + 1.f;
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