attachPlaceRequest( s, new cBuildMultiTarget( QString("%1").arg(addid3[s]), currchar[s]->serial, NULL ), houseid );
attachPlaceRequest( s, new cBuildMultiTarget( QString("%1").arg(addid3[s]), currchar[s]->serial, INVALID_SERIAL ), houseid );
static void AddTarget(int s, PKGx6C *pp){	if(pp->TxLoc==-1 || pp->TyLoc==-1) return;	if (addid1[s]>=0x40) // LB 25-dec-199, changed == to >= for chest multis, probably not really necassairy	{		switch (addid2[s])		{		case 100:		case 102:		case 104:		case 106:		case 108:		case 110:		case 112:		case 114:		case 116:		case 118:		case 120:		case 122:		case 124:		case 126:		case 140:			QDomElement* DefSection = DefManager->getSection( WPDT_MULTI, QString("%1").arg(addid3[s]) );			if( !DefSection->isNull() )			{				UI32 houseid = 0;				QDomNode childNode = DefSection->firstChild();				while( !childNode.isNull() && houseid == 0 )				{					if( childNode.isElement() && childNode.nodeName() == "id" )						houseid = childNode.toElement().text().toUInt();					childNode = childNode.nextSibling();				}				if( houseid != 0 )					attachPlaceRequest( s, new cBuildMultiTarget( QString("%1").arg(addid3[s]), currchar[s]->serial, NULL ), houseid );			}			return; // Morrolan, here we WANT fall-thru, don't mess with this switch		}	}	bool pileable = false;	short id=(addid1[s]<<8)+addid2[s];	tile_st tile = cTileCache::instance()->getTile( id );	if (tile.flag2&0x08) pileable=true;	P_ITEM pi = Items->SpawnItem(currchar[s], 1, "#", pileable, id, 0,0);	if(!pi) return;	pi->priv=0;	//Make them not decay	pi->MoveTo(pp->TxLoc,pp->TyLoc,pp->TzLoc+Map->TileHeight(pp->model));	pi->update();	addid1[s]=0;	addid2[s]=0;}