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Fix avatar establishment on game start.
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@ -789,10 +789,10 @@ class A2PackPartitions
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def numberAvatars(dataIn)
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{
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def nFound = 0
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dataIn.tile.each { tile ->
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dataIn.tile.sort{it.@name.toLowerCase()}.each { tile ->
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def name = tile.@name
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if (name.toLowerCase().contains("avatar"))
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avatars[name.toLowerCase().trim().replaceAll(/\s*-\s*[23][dD]\s*/, "")] = ++nFound
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avatars[name.toLowerCase().trim().replaceAll(/\s*-\s*[23][dD]\s*/, "")] = nFound++
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}
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assert nFound >= 1 : "Need at least one 'Avatar' tile."
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}
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@ -808,7 +808,7 @@ class A2PackPartitions
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def buf = ByteBuffer.allocate(50000)
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// Add each special tile to the set
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dataIn.tile.each { tile ->
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dataIn.tile.sort{it.@name.toLowerCase()}.each { tile ->
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def name = tile.@name
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def id = tile.@id
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def data = tiles[id]
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@ -263,6 +263,7 @@ def newGame()
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word playersModule, globalScriptsModule
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initHeap(0) // initially empty heap
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global = getGlobals()
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global->b_curAvatar = 0
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playersModule = mmgr(QUEUE_LOAD, MODULE_GEN_PLAYERS<<8 | RES_TYPE_MODULE)
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globalScriptsModule = mmgr(QUEUE_LOAD, MODULE_GEN_GLOBAL_SCRIPTS<<8 | RES_TYPE_MODULE)
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mmgr(FINISH_LOAD, LEAVE_OPEN)
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@ -45,7 +45,6 @@ include "diskops.plh"
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Data structures
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word fooStart
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include "playtype.pla"
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word global // the global heap object, from which all live objects must be reachable
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@ -1284,7 +1283,7 @@ end
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///////////////////////////////////////////////////////////////////////////////////////////////////
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export def scriptSetAvatar(avatarTileNum)
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global->b_curAvatar = avatarTileNum
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setAvatar(avatarTileNum)
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if renderLoaded; setAvatar(avatarTileNum); fin
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end
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///////////////////////////////////////////////////////////////////////////////////////////////////
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@ -2468,7 +2467,6 @@ def startGame(ask)
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mapIs3D = q_mapIs3D
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mapNum = q_mapNum
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q_mapNum = 0
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global->b_curAvatar = 0
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allowZoneInit = TRUE
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initMap(q_x, q_y, q_dir)
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allowZoneInit = FALSE
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