2012-06-14 09:06:06 -04:00
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#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
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2012-09-23 16:53:08 -04:00
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#include "Enderman.h"
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2014-05-29 07:34:38 -04:00
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#include "../Entities/Player.h"
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#include "../LineBlockTracer.h"
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2014-05-29 07:34:38 -04:00
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2014-08-04 06:03:37 -04:00
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////////////////////////////////////////////////////////////////////////////////
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2014-05-29 07:34:38 -04:00
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// cPlayerLookCheck
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class cPlayerLookCheck
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2014-05-29 07:34:38 -04:00
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{
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public:
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cPlayerLookCheck(Vector3d a_EndermanPos, int a_SightDistance) :
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m_Player(nullptr),
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m_EndermanPos(a_EndermanPos),
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m_SightDistance(a_SightDistance)
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2014-05-29 07:34:38 -04:00
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{
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}
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bool operator () (cPlayer & a_Player)
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{
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// Don't check players who cannot be targeted
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if (!a_Player.CanMobsTarget())
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{
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return false;
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}
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2016-01-17 09:09:25 -05:00
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2017-05-11 08:34:36 -04:00
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// Don't check players who are more than SightDistance (64) blocks away
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auto Direction = m_EndermanPos - a_Player.GetPosition();
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if (Direction.Length() > m_SightDistance)
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{
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return false;
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}
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2016-01-17 09:09:25 -05:00
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2014-07-31 13:17:21 -04:00
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// Don't check if the player has a pumpkin on his head
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if (a_Player.GetEquippedHelmet().m_ItemType == E_BLOCK_PUMPKIN)
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{
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return false;
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}
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2014-07-31 13:17:21 -04:00
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// If the player's crosshair is within 5 degrees of the enderman, it counts as looking
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auto LookVector = a_Player.GetLookVector();
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auto dot = Direction.Dot(LookVector);
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if (dot <= cos(0.09)) // 0.09 rad ~ 5 degrees
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{
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return false;
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}
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2016-01-17 09:09:25 -05:00
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2017-05-11 08:34:36 -04:00
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// TODO: Check if endermen are angered through water in Vanilla
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if (!cLineBlockTracer::LineOfSightTrace(*a_Player.GetWorld(), m_EndermanPos, a_Player.GetPosition(), cLineBlockTracer::losAirWater))
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{
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// No direct line of sight
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return false;
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}
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m_Player = &a_Player;
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return true;
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}
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cPlayer * GetPlayer(void) const { return m_Player; }
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protected:
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cPlayer * m_Player;
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Vector3d m_EndermanPos;
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int m_SightDistance;
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} ;
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2012-06-14 09:06:06 -04:00
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2012-12-22 04:39:13 -05:00
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cEnderman::cEnderman(void) :
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super("Enderman", mtEnderman, "entity.endermen.hurt", "entity.endermen.death", 0.5, 2.9),
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m_bIsScreaming(false),
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m_CarriedBlock(E_BLOCK_AIR),
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m_CarriedMeta(0)
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2012-06-14 09:06:06 -04:00
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{
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}
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2013-07-01 06:39:56 -04:00
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void cEnderman::GetDrops(cItems & a_Drops, cEntity * a_Killer)
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2012-06-14 09:06:06 -04:00
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{
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unsigned int LootingLevel = 0;
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if (a_Killer != nullptr)
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{
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LootingLevel = a_Killer->GetEquippedWeapon().m_Enchantments.GetLevel(cEnchantments::enchLooting);
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}
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AddRandomDropItem(a_Drops, 0, 1 + LootingLevel, E_ITEM_ENDER_PEARL);
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2012-06-14 09:06:06 -04:00
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}
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2018-07-26 17:24:36 -04:00
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2016-01-17 09:09:25 -05:00
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void cEnderman::CheckEventSeePlayer(cChunk & a_Chunk)
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{
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if (GetTarget() != nullptr)
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{
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return;
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}
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2014-08-01 17:05:40 -04:00
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cPlayerLookCheck Callback(GetPosition(), m_SightDistance);
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if (m_World->ForEachPlayer(Callback))
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{
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return;
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}
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2014-10-20 16:55:07 -04:00
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ASSERT(Callback.GetPlayer() != nullptr);
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2014-08-01 17:05:40 -04:00
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if (!CheckLight())
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2014-07-30 13:18:11 -04:00
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{
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// Insufficient light for enderman to become aggravated
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// TODO: Teleport to a suitable location
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return;
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}
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2016-10-12 08:38:45 -04:00
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if (!Callback.GetPlayer()->CanMobsTarget())
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{
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return;
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}
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// Target the player
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cMonster::EventSeePlayer(Callback.GetPlayer(), a_Chunk);
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m_EMState = CHASING;
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m_bIsScreaming = true;
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GetWorld()->BroadcastEntityMetadata(*this);
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}
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2014-08-01 17:05:40 -04:00
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void cEnderman::CheckEventLostPlayer(void)
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{
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super::CheckEventLostPlayer();
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if (!CheckLight())
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{
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EventLosePlayer();
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}
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}
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2014-05-29 07:34:38 -04:00
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2014-06-04 04:19:55 -04:00
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void cEnderman::EventLosePlayer()
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{
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super::EventLosePlayer();
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m_bIsScreaming = false;
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GetWorld()->BroadcastEntityMetadata(*this);
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2014-06-04 09:16:24 -04:00
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}
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2014-08-01 17:05:40 -04:00
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bool cEnderman::CheckLight()
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{
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int ChunkX, ChunkZ;
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cChunkDef::BlockToChunk(POSX_TOINT, POSZ_TOINT, ChunkX, ChunkZ);
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// Check if the chunk the enderman is in is lit
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if (!m_World->IsChunkLighted(ChunkX, ChunkZ))
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{
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m_World->QueueLightChunk(ChunkX, ChunkZ);
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return true;
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}
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// Enderman only attack if the skylight is lower or equal to 8
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if (m_World->GetBlockSkyLight(POSX_TOINT, POSY_TOINT, POSZ_TOINT) - GetWorld()->GetSkyDarkness() > 8)
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{
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return false;
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}
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return true;
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}
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2014-09-28 16:56:41 -04:00
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2015-01-11 16:12:26 -05:00
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void cEnderman::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
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{
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super::Tick(a_Dt, a_Chunk);
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if (!IsTicking())
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{
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// The base class tick destroyed us
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return;
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}
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2014-09-28 16:56:41 -04:00
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2018-01-14 13:44:45 -05:00
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// Take damage when wet, drowning damage seems to be most appropriate
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2017-12-26 16:25:57 -05:00
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if (
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cChunkDef::IsValidHeight(POSY_TOINT) &&
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2018-01-14 13:44:45 -05:00
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(GetWorld()->IsWeatherWetAtXYZ(GetPosition().Floor()) || IsInWater())
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)
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2014-09-28 16:56:41 -04:00
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{
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EventLosePlayer();
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2014-10-20 16:55:07 -04:00
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TakeDamage(dtDrowning, nullptr, 1, 0);
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2014-09-28 22:27:53 -04:00
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// TODO teleport to a safe location
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2014-09-28 16:56:41 -04:00
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}
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2017-06-28 04:56:50 -04:00
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}
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