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- restored a line of code that got lost when fixing the parameter checks in CallStateChain.
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@ -171,6 +171,7 @@ bool AStateProvider::CallStateChain (AActor *actor, FState *state)
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{ // Function returns a state
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wantret = &ret[0];
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retval = false; // this is a jump function which never affects the success state.
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numret = 1;
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}
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else if (proto->ReturnTypes.Size() >= 1 &&
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(proto->ReturnTypes[0] == TypeSInt32 || proto->ReturnTypes[0] == TypeUInt32 || proto->ReturnTypes[0] == TypeBool))
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