}
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 ) )		{			handleItemCollision( pChar, pItem );		}		// If we are a connected player then send new items		if( socket )		{			UINT32 oldDist = oldpos.distance( pItem->pos );			UINT32 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 );		}	}}