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- fixed: Remove ccmd now no longer removes owned inventory objects (that's what the "take" ccmd is for)
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@ -2109,6 +2109,11 @@ static int RemoveClass(const PClass *cls)
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player = true;
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continue;
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}
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// [SP] Don't remove owned inventory objects.
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if (static_cast<AInventory *>(actor)->Owner != NULL)
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{
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continue;
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}
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removecount++;
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actor->ClearCounters();
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actor->Destroy();
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