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Fixed a crash with A_JumpIfNoAmmo
Non-weapon layers can pass the caller check even when there is no ReadyWeapon
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1 changed files with 1 additions and 1 deletions
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@ -1740,7 +1740,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfNoAmmo)
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PARAM_ACTION_PROLOGUE;
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PARAM_STATE(jump);
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if (!ACTION_CALL_FROM_PSPRITE())
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if (!ACTION_CALL_FROM_PSPRITE() || self->player->ReadyWeapon == nullptr)
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{
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ACTION_RETURN_STATE(NULL);
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}
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