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SetPosition, final part
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@ -255,9 +255,9 @@ GenericLoad()
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buf = (work_buff + 0x40);
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ReadDataFromBufferPointer(buf, saveSize);
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ReadDataFromBufferPointer(buf, CGame::currLevel);
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ReadDataFromBufferPointer(buf, TheCamera.GetPosition().x);
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ReadDataFromBufferPointer(buf, TheCamera.GetPosition().y);
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ReadDataFromBufferPointer(buf, TheCamera.GetPosition().z);
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ReadDataFromBufferPointer(buf, TheCamera.GetMatrix().GetPosition().x);
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ReadDataFromBufferPointer(buf, TheCamera.GetMatrix().GetPosition().y);
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ReadDataFromBufferPointer(buf, TheCamera.GetMatrix().GetPosition().z);
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ReadDataFromBufferPointer(buf, CClock::ms_nMillisecondsPerGameMinute);
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ReadDataFromBufferPointer(buf, CClock::ms_nLastClockTick);
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ReadDataFromBufferPointer(buf, CClock::ms_nGameClockHours);
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@ -538,9 +538,9 @@ RestoreForStartLoad()
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} else {
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uint8 *_buf = buf + sizeof(int32) + sizeof(wchar[24]) + sizeof(SYSTEMTIME) + sizeof(SIZE_OF_ONE_GAME_IN_BYTES);
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ReadDataFromBufferPointer(_buf, CGame::currLevel);
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ReadDataFromBufferPointer(_buf, TheCamera.GetPosition().x);
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ReadDataFromBufferPointer(_buf, TheCamera.GetPosition().y);
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ReadDataFromBufferPointer(_buf, TheCamera.GetPosition().z);
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ReadDataFromBufferPointer(_buf, TheCamera.GetMatrix().GetPosition().x);
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ReadDataFromBufferPointer(_buf, TheCamera.GetMatrix().GetPosition().y);
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ReadDataFromBufferPointer(_buf, TheCamera.GetMatrix().GetPosition().z);
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CStreaming::RemoveUnusedBigBuildings(CGame::currLevel);
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CStreaming::RemoveUnusedBuildings(CGame::currLevel);
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CCollision::SortOutCollisionAfterLoad();
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