- fixed: FraggleScript's SpawnedThings array must always be checked for owned inventory items. The 'mapthingnumexist' function forgot to do that.

This commit is contained in:
Christoph Oelckers 2014-07-13 09:43:28 +02:00
parent 400a573e65
commit 004cf5748c

View file

@ -3530,8 +3530,17 @@ void FParser::SF_MapThingNumExist()
}
else
{
// Inventory items in the player's inventory have to be considered non-present.
if (SpawnedThings[intval]->IsKindOf(RUNTIME_CLASS(AInventory)) &&
barrier_cast<AInventory*>(SpawnedThings[intval])->Owner != NULL)
{
t_return.value.i = 0;
}
else
{
t_return.value.i = 1;
}
t_return.type = svt_int;
t_return.value.i = 1;
}
}
}
@ -3770,11 +3779,14 @@ void FParser::SF_ObjType()
mo = Script->trigger;
}
for(unsigned int i=0;i<countof(ActorTypes);i++) if (mo->GetClass() == ActorTypes[i])
if (mo != NULL)
{
t_return.type = svt_int;
t_return.value.i = i;
return;
for (unsigned int i = 0; i < countof(ActorTypes); i++) if (mo->GetClass() == ActorTypes[i])
{
t_return.type = svt_int;
t_return.value.i = i;
return;
}
}
t_return.type = svt_int;
t_return.value.i = -1;