Cleaned up the mess, at this time, only viable data get synced (_work directory for Gothic-data, miranda for mdc-scripts. Need to symlink files to a working directory.
228 lines
No EOL
6.5 KiB
D
228 lines
No EOL
6.5 KiB
D
// *********
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// GLOBAL
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// *********
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var string GOTHIC_RESTART;
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func void STARTUP_GLOBAL()
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{
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Game_InitGerman();
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};
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func void INIT_GLOBAL()
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{
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MEM_InitAll();
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MoreAlphaVobs (2048);
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MoreAlphaPolys (16384);
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LeGo_Init(LeGo_All | LeGo_Buffs);
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Install_Character_Menu_Hook();
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expMax2 = 500;
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expNow2 = 0;
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FF_ApplyOnce(barLoop);
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//ShowManabar(-1);
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setDifficulty();
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MEM_Info("Schwierigkeitsgrad gesetzt!");
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freeAim_Init();
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MEM_Info("Freies Zielen initialisiert!");
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Spine_Init();
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MEM_Info("Spine initialisiert!");
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//FF_Apply(getUsernameFF);
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if (!Hlp_StrCmp(GOTHIC_RESTART, "Y")) //Pflanzen-Respawn-Hook aktivieren!
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{
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Hook_oCNpc__DoTakeVob();
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GOTHIC_RESTART = "Y";
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};
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FF_ApplyOnce(diffLoop);
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FF_ApplyOnce(restKeyLoop);
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//FF_ApplyOnceExt(clockLoop, 2000, -1);
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rainThroughVobs(FALSE);
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var int texRnd; texRnd = Hlp_Random(2);
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if (texRnd == 0) { SetLoadTexName("Loading.tga"); }
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else if (texRnd == 1) { SetLoadTexName("Laden01.tga"); }
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else if (texRnd == 2) { SetLoadTexName("Laden02.tga"); };
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Game_InitGerman();
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};
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func void STARTUP_MAHLENDUR ()
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{/*
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Wld_InsertNPC(NONE_10001_Daniel, "INSEL_NATUR_21");
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Wld_InsertNPC(NONE_10002_Christian, "INSEL_NATUR_20");
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Wld_InsertNPC(NONE_10003_Fiona, "INSEL_NATUR_20");
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Wld_InsertNPC(NONE_10004_Ulla, "INSEL_NATUR_ZUSATZ_01");
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Wld_InsertNPC(NONE_10005_Michael, "INSEL_NATUR_22");
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Wld_InsertNPC(NONE_10006_Nadine, "INSEL_NATUR_20");
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Wld_InsertNPC(NONE_10007_Kati, "INSEL_BETT_05");
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//NPCs-Dorf
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Wld_InsertNpc(MIL_11001_Lanc, "INSEL_DORF_58");
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Wld_InsertNpc(MIL_11002_Conrad, "INSEL_BAUERNHAUS_132");
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Wld_InsertNpc(PAL_13001_Rigald, "INSEL_BAUERNHAUS_157");
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Wld_InsertNpc(BAU_12001_Anboor, "INSEL_DORF_523");
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Wld_InsertNpc(BAU_12002_Harlow, "INSEL_DORF_37");
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Wld_InsertNpc(BAU_12003_Nils, "INSEL_DORF_39");
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Wld_InsertNpc(BAU_12051_Edda, "INSEL_BAUERNHAUS_198");
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Wld_InsertNpc(BAU_12052_Rhoda, "INSEL_DORF_26");
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//Tiere - Welt
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Wld_InsertNpc(YScavenger, "INSEL_DRAUSSEN_11");
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//Tiere - Dorf
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Wld_InsertNpc(Sheep, "INSEL_NATUR_100");
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Wld_InsertNpc(Sheep, "INSEL_NATUR_100");
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Wld_InsertNpc(Sheep, "INSEL_NATUR_100");
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Wld_InsertNpc(Sheep, "INSEL_NATUR_100");
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blackStart();
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AI_StartState (hero, ZS_Unconscious, 0, "");
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*/
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Kapitel = 1; //Schie<69>e den Spieler in Kapitel 1!
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/*===================================================================
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Piratenlager
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==================================================================*/
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Wld_InsertNpc(PIR_1301_Henry, "NW_CITY_PIRATESCAMP_04");
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Wld_InsertNpc(PIR_1302_Woodes, "NW_PIRATESCAMP_LAGER");
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Wld_InsertNpc(PIR_1303_Gilbert, "NW_CITY_TO_LIGHTHOUSE_14");
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Wld_InsertNpc(PIR_1304_Rhodes, "NW_LIGHTHOUSE_BED_01");
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Wld_InsertNpc(PIR_1305_Steve, "NW_LIGHTHOUSE_SAW");
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Wld_InsertNpc(PIR_1306_Raba, "NW_CITY_PIRATESCAMP_03");
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/*===================================================================
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Stadt
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==================================================================*/
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// Handwerksviertel
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Wld_InsertNpc(VLK_412_Hatof, "NW_CITY_BED_HARAD");
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Wld_InsertNpc(VLK_413_Rupert, "NW_CITY_MERCHANT_SHOP01_IN_02");
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// Milizen
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Wld_InsertNpc(MIL_2101_Hafenwache, "NW_CITY_HABOUR_02_B");
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Wld_InsertNpc(MIL_2102_Volmar, "NW_CITY_HABOUR_KASERN_MAIN_ENTRY");
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Wld_InsertNpc(MIL_2104_Marco, "NW_CITY_ARMORY_PECK");
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Wld_InsertNpc(MIL_2105_Yonar, "NW_CITY_ARMORY_PECK");
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Wld_InsertNpc(MIL_2106_Thalar, "NW_CITY_HABOUR_KASERN_CENTRE_04");
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// Marktplatz
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Wld_InsertNpc(KDF_1401_Marius, "NW_CITY_MERCHANT_PATH_30");
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Wld_InsertNpc(VLK_417_Clovis, "NW_CITY_ALCHEMY_VELAX");
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Wld_InsertNpc(VLK_3007_Albrar, "NW_CITY_HAKON_02");
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Wld_InsertNpc(Wolf, "CITY1");
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/*===================================================================
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Stadt - Umgebung
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==================================================================*/
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Wld_InsertNpc(MIL_2103_Wache, "NW_CITY_TO_FOREST_04_04");
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Wld_InsertNpc(VLK_3001_Sch<EFBFBD>rfer, "NW_ERZMINE_04");
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Wld_InsertNpc(VLK_3002_Sch<EFBFBD>rfer, "NW_ERZMINE_05");
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Wld_InsertNpc(VLK_3003_Sch<EFBFBD>rfer, "NW_ERZMINE_03");
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Wld_InsertNpc(VLK_3004_Sch<EFBFBD>rfer, "NW_ERZMINE_02");
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Wld_InsertNpc(VLK_3005_Mika, "NW_ERZMINE_01");
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Wld_InsertNpc(VLK_3006_Tom, "NW_CITY_JAEGER_SIT");
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/*===================================================================
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Kloster
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==================================================================*/
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// D<>monen und Untote
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Wld_InsertNpc(Monastery_Demon, "NW_MONASTERY_STORAGE_01");
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Wld_InsertNpc(Demon, "NW_MONASTERY_STORAGE_01");
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Wld_InsertNpc(Skeleton, "NW_MONASTERY_DEMONS");
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Wld_InsertNpc(Zombie01, "NW_MONASTERY_DEMONS");
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// Magier und Novizen
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Wld_InsertNpc(KDF_1402_Sellan, "NW_MONASTERY_MILTEN");
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Wld_InsertNpc(KDF_1403_Rayan, "NW_MONASTERY_THRONE_01");
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Wld_InsertNpc(KDF_1404_Uysal, "NW_MONASTERY_THRONE_03");
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Wld_InsertNpc(KDF_1405_Ulian, "KDF_1405_Ulian");
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/*===================================================================
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Bauernh<EFBFBD>fe
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==================================================================*/
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// Gro<72>bauer
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Wld_InsertNpc(BAU_200_Rodar, "NW_BIGFARM_HOUSE_ONAR_SIT");
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Wld_InsertNpc(BAU_202_Joffrey, "NW_BIGFARM_SHEEP2_02");
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// S<>ldner
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Wld_InsertNpc(SLD_700_Jareck, "NW_BIGFARM_HOUSE_LEE_GUARDING");
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Wld_InsertNpc(SLD_701_Silvan, "NW_BIGFARM_TORLOF");
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Wld_InsertNpc(SLD_702_Kilian, "NW_BIGFARM_PATRICK");
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Wld_InsertNpc(SLD_703_Orf, "NW_BIGFARM_SMITH_FIRE");
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// Larias Hof
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Wld_InsertNpc(BAU_201_Laria, "NW_FARM04_LARIA");
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// pestControl
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Wld_InsertNpc(HofRat1, "NW_FARM4_STABLE_01");
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Wld_InsertNPC(HofRat2, "NW_FARM4_STABLE_01");
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Wld_InsertNpc(HofWolf1, "NW_BIGFARM_FOREST_03_NAVIGATION");
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Wld_InsertNPC(HofWolf2, "NW_BIGFARM_FOREST_03_NAVIGATION");
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Wld_InsertNPC(HofWolf3, "NW_BIGFARM_FOREST_03_NAVIGATION");
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/*===================================================================
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Schwarzmagier
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==================================================================*/
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Wld_InsertNpc(KDW_14001_Arpad, "XARDAS");
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Wld_InsertNpc(KDW_14002_Tenho, "START");
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Wld_InsertNpc(KDW_14003_Goran, "NW_XARDAS_TOWER_IN1_22");
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Wld_InsertNpc(KDW_14004_Sengor, "NW_XARDAS_TOWER_IN1_20");
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//Tiere
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Wld_InsertNpc(Sheep, "NW_TOWER_SHEEP_01");
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Wld_InsertNpc(Sheep, "NW_TOWER_SHEEP_01");
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Wld_InsertNpc(Sheep, "NW_TOWER_SHEEP_01");
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Wld_InsertNpc(Sheep, "NW_TOWER_SHEEP_01");
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CurrentLevel = MAHLENDUR;
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ore1_hasOre = TRUE;
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ore2_hasOre = TRUE;
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ore3_hasOre = TRUE;
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ore4_hasOre = TRUE;
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ore5_hasOre = TRUE;
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ore6_hasOre = TRUE;
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ore7_hasOre = TRUE;
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ore8_hasOre = TRUE;
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ore9_hasOre = TRUE;
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ore10_hasOre = TRUE;
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};
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func void INIT_SUB_MAHLENDUR ()
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{
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};
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func void INIT_MAHLENDUR ()
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{
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B_InitMonsterAttitudes ();
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B_InitGuildAttitudes();
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B_InitNpcGlobals ();
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INIT_SUB_MAHLENDUR();
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}; |