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GLK: COMPREHEND: Properly load the word map targets
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@@ -574,14 +574,13 @@ void GameData::parse_word_map(FileBuffer *fb) {
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_wordMaps.push_back(map);
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}
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/* Consume two more null bytes (type and index were also null) */
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fb->skip(2);
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/*
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* Parse the target word table. Each entry has a dictionary
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* index/type. The first and second words from above map to the
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* target word here. E.g. 'go north' -> 'north'.
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*/
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fb->seek(_header.addr_word_map_target);
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for (i = 0; i < _wordMaps.size(); i++) {
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WordMap &map = _wordMaps[i];
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@@ -842,8 +841,7 @@ void GameData::parse_header(FileBuffer *fb) {
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parse_header_le16(fb, &header->addr_dictionary);
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parse_header_le16(fb, &header->addr_word_map);
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/* FIXME - what is this for? */
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parse_header_le16(fb, &dummy);
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parse_header_le16(fb, &header->addr_word_map_target);
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addr_dictionary_end = header->addr_word_map;
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/* Rooms */
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@@ -319,6 +319,7 @@ struct GameHeader {
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uint16 addr_dictionary;
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uint16 addr_word_map;
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uint16 addr_word_map_target;
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uint16 addr_strings;
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uint16 addr_strings_end;
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