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Merged from revision: 7163
Externalized keys and locks to xml (by anv) - Locks (TableData/Items/Locks.xml): Originally 64 locks were kept in BinaryData/LOCKS.BIN. Now up to 255 locks can be specified in TableData/Locks.xml. If it isn't found, LOCKS.BIN will be loaded normally. - Keys (TableData/Items/Keys.xml): Originally 10 keys were hardcoded in KeyTable[]. Now up to 255 keys can be specified in TableData/Keys.xml. If it isn't found, hardcoded array will be used normally. see: http://www.bears-pit.com/board/ubbthreads.php/topics/331900.html git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7164 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -7270,7 +7270,8 @@ BOOLEAN CreateKeyObject( OBJECTTYPE * pObj , UINT8 ubNumberOfKeys, UINT8 ubKeyID
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BOOLEAN fRet;
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pObj->initialize();
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fRet = CreateItems( (UINT16) (FIRST_KEY + LockTable[ ubKeyID ].usKeyItem), 100, ubNumberOfKeys, pObj );
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//fRet = CreateItems( (UINT16) (FIRST_KEY + LockTable[ ubKeyID ].usKeyItem), 100, ubNumberOfKeys, pObj );
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fRet = CreateItems( (UINT16) (KeyTable[LockTable[ ubKeyID ].usKeyItem].usItem), 100, ubNumberOfKeys, pObj );
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if (fRet)
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{
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(*pObj)[0]->data.key.ubKeyID = ubKeyID;
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