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Issue L61026

Default behaviour of taking floating objects
Submitted by: Cedric Knight     Appeared in: Library 6/10 or before     Fixed in: Library 6/11

When an object is "found_in" several rooms, but isn't static or scenery, and the player takes the item, the next time they pass through a room where it is found, it is removed from them and put back in the room without telling the player.


The solution is up to the programmer: either have multiple instances of the object, each of which can be taken, or trap the "take" action.

The more "natural" implication could also be enforced by changed the MoveFloatingObjects() routine. In line 698 of verblibm "if (address~=0 && i hasnt absent)" add "&& ~~IndirectlyContains(player, i)";

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