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@ -20,53 +20,62 @@ struct matGlosses
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vector<DFHack::t_matgloss> creatureMat;
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};
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string getMaterialType(DFHack::t_item item, const vector<string> & buildingTypes,const matGlosses & mat){
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if(item.type == 85 || item.type == 113 || item.type == 117) // item_plant or item_thread or item_seeds
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const char * getMaterialType(DFHack::t_item item, const vector<string> & buildingTypes,const matGlosses & mat)
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{
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return(string(mat.plantMat[item.material.type].id));
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}
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else if(item.type == 109 || item.type == 114 || item.type == 115 || item.type == 116 || item.type==128 || item.type == 129|| item.type == 130|| item.type == 131) // item_skin_raw item_bones item_skill item_fish_raw item_pet item_skin_tanned item_shell
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string itemtype = buildingTypes[item.type];
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// plant thread seeds
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if(itemtype == "item_plant" || itemtype == "item_thread" || itemtype == "item_seeds" || itemtype == "item_leaves")
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{
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return(string(mat.creatureMat[item.material.type].id));
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}
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else if(item.type == 124){ //wood
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return(string(mat.woodMat[item.material.type].id));
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}
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else if(item.type == 118){ //blocks
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return(string(mat.metalMat[item.material.index].id));
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return mat.plantMat[item.material.type].id;
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}
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// item_skin_raw item_bones item_skull item_fish_raw item_pet item_skin_tanned item_shell
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else if(itemtype == "item_skin_raw" ||
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itemtype == "item_skin_tanned" ||
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itemtype == "item_fish_raw" ||
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itemtype == "item_pet" ||
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itemtype == "item_shell" ||
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itemtype == "item_horn"||
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itemtype == "item_skull" ||
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itemtype == "item_bones" ||
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itemtype == "item_corpse"
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)
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{
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return mat.creatureMat[item.material.type].id;
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}
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else if(item.type == 86){ // item_glob I don't know what those are in game, just ignore them
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return(string(""));
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else if(itemtype == "item_wood")
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{
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return mat.woodMat[item.material.type].id;
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}
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else{
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else
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{
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switch (item.material.type)
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{
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case 0:
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return(string(mat.woodMat[item.material.index].id));
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return mat.woodMat[item.material.index].id;
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break;
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case 1:
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return(string(mat.stoneMat[item.material.index].id));
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return mat.stoneMat[item.material.index].id;
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break;
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case 2:
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return(string(mat.metalMat[item.material.index].id));
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return mat.metalMat[item.material.index].id;
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break;
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case 12: // don't ask me why this has such a large jump, maybe this is not actually the matType for plants, but they all have this set to 12
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return(string(mat.plantMat[item.material.index].id));
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return mat.plantMat[item.material.index].id;
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break;
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case 3:
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case 9:
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case 10:
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case 11:
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case 121:
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return(string(mat.creatureMat[item.material.index].id));
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return mat.creatureMat[item.material.index].id;
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break;
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default:
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//DF.setCursorCoords(item.x,item.y,item.z);
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return(string(""));
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return 0;
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}
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}
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}
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void printItem(DFHack::t_item item, const vector<string> & buildingTypes,const matGlosses & mat){
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void printItem(DFHack::t_item item, const vector<string> & buildingTypes,const matGlosses & mat)
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{
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cout << dec << "Item at x:" << item.x << " y:" << item.y << " z:" << item.z << endl;
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cout << "Type: " << (int) item.type << " " << buildingTypes[item.type] << " Address: " << hex << item.origin << endl;
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cout << "Material: ";
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@ -78,12 +87,14 @@ int main ()
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{
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DFHack::API DF ("Memory.xml");
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cout << "This utility lets you mass-designate items by type and material." << endl <<"Like set on fire all MICROCLINE item_stone..." << endl
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<< "Some unusual combinations might be untested and cause the program to crash..."<< endl << "so, watch your step and backup your fort" << endl;
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if(!DF.Attach())
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{
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cerr << "DF not found" << endl;
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return 1;
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}
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DF.Suspend();
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DF.InitViewAndCursor();
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matGlosses mat;
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DF.ReadPlantMatgloss(mat.plantMat);
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@ -103,16 +114,34 @@ int main ()
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DFHack::t_item temp;
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DF.ReadItem(i,temp);
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if(temp.type != -1)
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count[buildingtypes[temp.type]][getMaterialType(temp,buildingtypes,mat)].push_back(i);
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{
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const char * material = getMaterialType(temp,buildingtypes,mat);
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if (material != 0)
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{
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count[buildingtypes[temp.type]][material].push_back(i);
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}
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else
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{
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cerr << "bad material string for item type: " << buildingtypes[temp.type] << "!" << endl;
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}
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}
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}
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map< string, map<string,vector<uint32_t> > >::iterator it1;
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int i =0;
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for(it1 = count.begin(); it1!=count.end();it1++){
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for(it1 = count.begin(); it1!=count.end();it1++)
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{
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cout << i << ": " << it1->first << "\n";
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i++;
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}
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cout << endl << "Select A Item Type:";
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if(i == 0)
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{
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cout << "No items found" << endl;
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DF.FinishReadBuildings();
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DF.Detach();
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return 0;
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}
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cout << endl << "Select an item type from the list:";
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int number;
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string in;
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stringstream ss;
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@ -121,7 +150,8 @@ int main ()
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ss >> number;
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int j = 0;
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it1 = count.begin();
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while(j < number && it1!=count.end()){
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while(j < number && it1!=count.end())
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{
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it1++;
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j++;
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}
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@ -132,40 +162,47 @@ int main ()
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cout << i << ":\t" << it2->first << " [" << it2->second.size() << "]" << endl;
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i++;
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}
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cout << endl << "Select A Material Type: ";
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cout << endl << "Select a material type: ";
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int number2;
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ss.clear();
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getline(cin, in);
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ss.str(in);
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ss >> number2;
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cout << "Select A Designation: " << flush;
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decideAgain:
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cout << "Select a designation - (d)ump, (f)orbid, (m)melt, on fi(r)e :" << flush;
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string designationType;
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getline(cin,designationType);
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//uint32_t changeFlag;
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DFHack::t_itemflags changeFlag = {0};
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if(designationType == "d"){
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if(designationType == "d" || designationType == "dump")
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{
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changeFlag.bits.dump = 1;
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//changeFlag = (1 << 21);
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}
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else if(designationType == "f"){
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else if(designationType == "f" || designationType == "forbid")
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{
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changeFlag.bits.forbid = 1;
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//changeFlag = (1 << 19);
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}
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else if(designationType == "m"){
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else if(designationType == "m" || designationType == "melt")
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{
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changeFlag.bits.melt = 1;
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//changeFlag = (1 << 23);
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}
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else if(designationType == "r"){
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else if(designationType == "r" || designationType == "flame")
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{
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changeFlag.bits.on_fire = 1;
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//changeFlag = (1 << 22);
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}
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else
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{
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goto decideAgain;
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}
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j=0;
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it2= it1->second.begin();
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while(j < number2 && it2!=it1->second.end()){
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while(j < number2 && it2!=it1->second.end())
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{
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it2++;
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j++;
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}
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for(uint32_t k = 0;k< it2->second.size();k++){
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for(uint32_t k = 0;k< it2->second.size();k++)
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{
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DFHack::t_item temp;
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DF.ReadItem(it2->second[k],temp);
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temp.flags.whole |= changeFlag.whole;
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