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Use IsKindOf instead of MF_SPECIAL to check for an inventory item.
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@ -5079,7 +5079,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RadiusGive)
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}
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}
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bool itemPass = !!((flags & RGF_ITEMS) && thing->flags & MF_SPECIAL);
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bool itemPass = !!((flags & RGF_ITEMS) && thing->IsKindOf(RUNTIME_CLASS(AInventory)));
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bool missilePass = !!((flags & RGF_MISSILES) && thing->flags & MF_MISSILE);
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if (selfPass || monsterPass || corpsePass || killedPass || itemPass || objectPass || missilePass || playerPass || voodooPass)
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