Remove lockWalks from game
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@ -630,8 +630,6 @@ void Game::move(const ThingPtr& thing, const Position& toPos, int count)
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if(!canPerformGameAction() || !thing || thing->getPosition() == toPos)
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return;
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m_localPlayer->lockWalk();
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uint id = thing->getId();
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if(thing->isCreature()) {
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CreaturePtr creature = thing->static_self_cast<Creature>();
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@ -667,8 +665,6 @@ void Game::use(const ThingPtr& thing)
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if(!pos.isValid()) // virtual item
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pos = Position(0xFFFF, 0, 0); // means that is a item in inventory
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m_localPlayer->lockWalk();
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m_protocolGame->sendUseItem(pos, thing->getId(), thing->getStackpos(), 0);
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}
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@ -678,7 +674,6 @@ void Game::useInventoryItem(int itemId)
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return;
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Position pos = Position(0xFFFF, 0, 0); // means that is a item in inventory
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m_localPlayer->lockWalk();
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m_protocolGame->sendUseItem(pos, itemId, 0, 0);
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}
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@ -692,8 +687,6 @@ void Game::useWith(const ItemPtr& item, const ThingPtr& toThing)
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if(!pos.isValid()) // virtual item
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pos = Position(0xFFFF, 0, 0); // means that is a item in inventory
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m_localPlayer->lockWalk();
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if(toThing->isCreature())
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m_protocolGame->sendUseOnCreature(pos, item->getId(), item->getStackpos(), toThing->getId());
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else
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@ -705,8 +698,6 @@ void Game::useInventoryItemWith(int itemId, const ThingPtr& toThing)
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if(!canPerformGameAction() || !toThing)
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return;
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m_localPlayer->lockWalk();
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Position pos = Position(0xFFFF, 0, 0); // means that is a item in inventory
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if(toThing->isCreature())
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@ -765,8 +756,6 @@ void Game::attack(const CreaturePtr& creature)
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return;
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}
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m_localPlayer->lockWalk();
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if(creature && isFollowing())
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cancelFollow();
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@ -791,8 +780,6 @@ void Game::cancelAttackAndFollow()
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if(!canPerformGameAction())
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return;
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m_localPlayer->lockWalk();
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if(isAttacking())
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setAttackingCreature(nullptr);
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if(isFollowing())
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