if( handleItemCollision( pChar, pItem ) );
if( handleItemCollision( pChar, pItem ) )
void handleItems( P_CHAR pChar, const Coord_cl &oldpos ){	cUOSocket *socket = pChar->socket();//	teleporters( pChar );	RegionIterator4Items iter( pChar->pos() );	for( iter.Begin(); !iter.atEnd(); iter++ )	{		// Check if the item got newly in range		P_ITEM pItem = iter.GetData();		if( !pItem )			continue;		// Check for item collisions here.		if( ( pChar->pos().x == pItem->pos().x ) && ( pChar->pos().y == pItem->pos().y ) && ( pItem->pos().z >= pChar->pos().z ) && ( pItem->pos().z <= pChar->pos().z + 5 ) )		{			if( handleItemCollision( pChar, pItem ) );			break;		}		// If we are a connected player then send new items		if( socket )		{			UI32 oldDist = oldpos.distance( pItem->pos() );			UI32 newDist = pChar->pos().distance( pItem->pos() );			// Was out of range before and now is in range			if( ( oldDist >= pChar->VisRange() ) && ( newDist <= pChar->VisRange() ) )			{				pItem->update( socket );			}		}	}}