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cleanup all the "#if 1" macro blocks
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@@ -562,12 +562,12 @@ void ServerController::handleNetUpdateTransformWithParent(const MessageQueueData
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if(!cellObject)
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{
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WARNING_STRICT_FATAL(true, ("WARNING: db or authoritative player says to depersist %s into a cell %s but we cannot because cell does not exist.", getOwner()->getNetworkId().getValueString().c_str(), cellNetworkId.getValueString().c_str()));
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//@todo big demo hack. If depersisting into a cell, set the transform to start lcoation
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#if 1
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Transform start = Transform::identity;
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start.setPosition_p(ConfigServerGame::getStartingPosition());
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setGoal( start, nullptr );
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#endif
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return;
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}
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setGoal( message.getTransform(), serverCellObject );
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@@ -611,8 +611,7 @@ bool BuildingObject::isAllowed(CreatureObject const &who) const
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// allow vendor-creatures to be placed in the building
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if (who.hasCondition(static_cast<int>(ServerTangibleObjectTemplate::C_vendor)))
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return true;
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// JU_TODO: test
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#if 1
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// allow non-player-controlled creatures in private buildings if the *creature* has no owner
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if (!who.isPlayerControlled()
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&& who.getMasterId() == NetworkId::cms_invalid
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@@ -621,8 +620,7 @@ bool BuildingObject::isAllowed(CreatureObject const &who) const
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{
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return true;
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}
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#endif
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// JU_TODO: end test
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return CellPermissions::isOnList(m_allowed.get(), who);
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}
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}
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