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@ -2784,18 +2784,45 @@ namespace MWWorld
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{
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if (cell->isExterior())
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return false;
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MWWorld::CellRefList<ESM::Door>& doors = cell->get<ESM::Door>();
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CellRefList<ESM::Door>::List& refList = doors.mList;
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// Check if any door in the cell leads to an exterior directly
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for (CellRefList<ESM::Door>::List::iterator it = refList.begin(); it != refList.end(); ++it)
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{
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MWWorld::LiveCellRef<ESM::Door>& ref = *it;
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if (ref.mRef.getTeleport() && ref.mRef.getDestCell().empty())
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{
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ESM::Position pos = ref.mRef.getDoorDest();
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result = Ogre::Vector3(pos.pos);
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return true;
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// Search for a 'nearest' exterior, counting each cell between the starting
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// cell and the exterior as a distance of 1. Will fail for isolated interiors.
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std::set< std::string >checkedCells;
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std::set< std::string >currentCells;
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std::set< std::string >nextCells;
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nextCells.insert( cell->getCell()->mName );
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while ( !nextCells.empty() ) {
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currentCells = nextCells;
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nextCells.clear();
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for( std::set< std::string >::const_iterator i = currentCells.begin(); i != currentCells.end(); ++i ) {
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MWWorld::CellStore *next = getInterior( *i );
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if ( !next ) continue;
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const MWWorld::CellRefList<ESM::Door>& doors = next->getReadOnly<ESM::Door>();
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const CellRefList<ESM::Door>::List& refList = doors.mList;
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// Check if any door in the cell leads to an exterior directly
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for (CellRefList<ESM::Door>::List::const_iterator it = refList.begin(); it != refList.end(); ++it)
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{
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const MWWorld::LiveCellRef<ESM::Door>& ref = *it;
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if (!ref.mRef.getTeleport()) continue;
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if (ref.mRef.getDestCell().empty())
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{
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ESM::Position pos = ref.mRef.getDoorDest();
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result = Ogre::Vector3(pos.pos);
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return true;
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}
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else
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{
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std::string dest = ref.mRef.getDestCell();
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if ( !checkedCells.count(dest) && !currentCells.count(dest) )
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nextCells.insert(dest);
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}
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}
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checkedCells.insert( *i );
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}
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}
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@ -2803,33 +2830,93 @@ namespace MWWorld
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return false;
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}
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void World::teleportToClosestMarker (const MWWorld::Ptr& ptr,
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const std::string& id)
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MWWorld::Ptr World::getClosestMarker( const MWWorld::Ptr &ptr, const std::string &id )
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{
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Ogre::Vector3 worldPos;
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if (!findInteriorPositionInWorldSpace(ptr.getCell(), worldPos))
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worldPos = mPlayer->getLastKnownExteriorPosition();
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// Search for a 'nearest' marker, counting each cell between the starting
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// cell and the exterior as a distance of 1. If an exterior is found, jump
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// to the nearest exterior marker, without further interior searching.
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std::set< std::string >checkedCells;
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std::set< std::string >currentCells;
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std::set< std::string >nextCells;
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MWWorld::Ptr closestMarker;
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float closestDistance = FLT_MAX;
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std::vector<MWWorld::Ptr> markers;
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mCells.getExteriorPtrs(id, markers);
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nextCells.insert( ptr.getCell()->getCell()->mName );
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while ( !nextCells.empty() ) {
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currentCells = nextCells;
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nextCells.clear();
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for( std::set< std::string >::const_iterator i = currentCells.begin(); i != currentCells.end(); ++i ) {
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MWWorld::CellStore *next = getInterior( *i );
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checkedCells.insert( *i );
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if ( !next ) continue;
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closestMarker = next->search( id );
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if ( !closestMarker.isEmpty() )
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{
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return closestMarker;
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}
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for (std::vector<MWWorld::Ptr>::iterator it = markers.begin(); it != markers.end(); ++it)
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{
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ESM::Position pos = it->getRefData().getPosition();
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Ogre::Vector3 markerPos = Ogre::Vector3(pos.pos);
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float distance = worldPos.squaredDistance(markerPos);
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if (distance < closestDistance)
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{
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closestDistance = distance;
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closestMarker = *it;
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const MWWorld::CellRefList<ESM::Door>& doors = next->getReadOnly<ESM::Door>();
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const CellRefList<ESM::Door>::List& doorList = doors.mList;
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// Check if any door in the cell leads to an exterior directly
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for (CellRefList<ESM::Door>::List::const_iterator it = doorList.begin(); it != doorList.end(); ++it)
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{
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const MWWorld::LiveCellRef<ESM::Door>& ref = *it;
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if (!ref.mRef.getTeleport()) continue;
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if (ref.mRef.getDestCell().empty())
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{
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Ogre::Vector3 worldPos = Ogre::Vector3(ref.mRef.getDoorDest().pos);
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float closestDistance = FLT_MAX;
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MWWorld::Ptr closestMarker;
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std::vector<MWWorld::Ptr> markers;
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mCells.getExteriorPtrs(id, markers);
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for (std::vector<MWWorld::Ptr>::iterator it2 = markers.begin(); it2 != markers.end(); ++it2)
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{
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ESM::Position pos = it2->getRefData().getPosition();
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Ogre::Vector3 markerPos = Ogre::Vector3(pos.pos);
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float distance = worldPos.squaredDistance(markerPos);
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if (distance < closestDistance)
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{
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closestDistance = distance;
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closestMarker = *it2;
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}
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}
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return closestMarker;
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}
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else
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{
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std::string dest = ref.mRef.getDestCell();
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if ( !checkedCells.count(dest) && !currentCells.count(dest) )
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nextCells.insert(dest);
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}
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}
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}
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}
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return MWWorld::Ptr();
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}
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void World::teleportToClosestMarker (const MWWorld::Ptr& ptr,
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const std::string& id)
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{
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MWWorld::Ptr closestMarker = getClosestMarker( ptr, id );
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if ( closestMarker.isEmpty() )
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{
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std::cerr << "Failed to teleport: no closest marker found" << std::endl;
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return;
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}
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MWWorld::ActionTeleport action("", closestMarker.getRefData().getPosition());
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std::string cellName;
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if ( !closestMarker.mCell->isExterior() )
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cellName = closestMarker.mCell->getCell()->mName;
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MWWorld::ActionTeleport action(cellName, closestMarker.getRefData().getPosition());
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action.execute(ptr);
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}
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@ -2978,31 +3065,21 @@ namespace MWWorld
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void World::confiscateStolenItems(const Ptr &ptr)
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{
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Ogre::Vector3 playerPos;
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if (!findInteriorPositionInWorldSpace(ptr.getCell(), playerPos))
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playerPos = mPlayer->getLastKnownExteriorPosition();
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MWWorld::Ptr closestChest;
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float closestDistance = FLT_MAX;
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//Find closest stolen_goods chest
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std::vector<MWWorld::Ptr> chests;
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mCells.getInteriorPtrs("stolen_goods", chests);
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Ogre::Vector3 chestPos;
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for (std::vector<MWWorld::Ptr>::iterator it = chests.begin(); it != chests.end(); ++it)
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MWWorld::Ptr prisonMarker = getClosestMarker( ptr, "prisonmarker" );
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std::string prisonName = prisonMarker.mRef->mRef.getDestCell();
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if ( prisonName.empty() )
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{
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if (!findInteriorPositionInWorldSpace(it->getCell(), chestPos))
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continue;
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float distance = playerPos.squaredDistance(chestPos);
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if (distance < closestDistance)
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{
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closestDistance = distance;
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closestChest = *it;
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}
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std::cerr << "Failed to confiscate items: prison marker not linked to prison interior" << std::endl;
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return;
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}
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MWWorld::CellStore *prison = getInterior( prisonName );
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if ( !prison )
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{
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std::cerr << "Failed to confiscate items: failed to load cell " << prisonName << std::endl;
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return;
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}
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MWWorld::Ptr closestChest = prison->search( "stolen_goods" );
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if (!closestChest.isEmpty()) //Found a close chest
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{
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MWBase::Environment::get().getMechanicsManager()->confiscateStolenItems(ptr, closestChest);
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