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- fixed: FraggleScript's SpawnedThings array must always be checked for owned inventory items. The 'mapthingnumexist' function forgot to do that.
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400a573e65
commit
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1 changed files with 17 additions and 5 deletions
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@ -3530,8 +3530,17 @@ void FParser::SF_MapThingNumExist()
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}
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else
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{
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// Inventory items in the player's inventory have to be considered non-present.
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if (SpawnedThings[intval]->IsKindOf(RUNTIME_CLASS(AInventory)) &&
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barrier_cast<AInventory*>(SpawnedThings[intval])->Owner != NULL)
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{
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t_return.value.i = 0;
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}
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else
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{
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t_return.value.i = 1;
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}
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t_return.type = svt_int;
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t_return.value.i = 1;
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}
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}
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}
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@ -3770,11 +3779,14 @@ void FParser::SF_ObjType()
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mo = Script->trigger;
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}
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for(unsigned int i=0;i<countof(ActorTypes);i++) if (mo->GetClass() == ActorTypes[i])
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if (mo != NULL)
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{
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t_return.type = svt_int;
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t_return.value.i = i;
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return;
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for (unsigned int i = 0; i < countof(ActorTypes); i++) if (mo->GetClass() == ActorTypes[i])
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{
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t_return.type = svt_int;
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t_return.value.i = i;
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return;
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}
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}
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t_return.type = svt_int;
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t_return.value.i = -1;
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