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AActor::GiveInventory() is now functional
See https://mantis.zdoom.org/view.php?id=213
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@ -771,7 +771,7 @@ bool AActor::GiveInventory(PClassActor *type, int amount, bool givecheat)
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{
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bool result = true;
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if (type != nullptr || !type->IsDescendantOf(RUNTIME_CLASS(AInventory))) return false;
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if (type == nullptr || !type->IsDescendantOf(RUNTIME_CLASS(AInventory))) return false;
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AWeapon *savedPendingWeap = player != NULL ? player->PendingWeapon : NULL;
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bool hadweap = player != NULL ? player->ReadyWeapon != NULL : true;
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