forked from teamnwah/openmw-tes3coop
Don't crash OpGetTarget when the target disappeared (Fixes #3048)
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3a81bed001
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2 changed files with 2 additions and 2 deletions
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@ -72,7 +72,7 @@ bool AiSequence::getCombatTarget(MWWorld::Ptr &targetActor) const
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targetActor = combat->getTarget();
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return true;
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return !targetActor.isEmpty();
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}
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std::list<AiPackage*>::const_iterator AiSequence::begin() const
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@ -424,7 +424,7 @@ namespace MWScript
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MWWorld::Ptr targetPtr;
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if (creatureStats.getAiSequence().getCombatTarget (targetPtr))
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{
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if (targetPtr.getCellRef().getRefId() == testedTargetId)
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if (!targetPtr.isEmpty() && targetPtr.getCellRef().getRefId() == testedTargetId)
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targetsAreEqual = true;
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}
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runtime.push(int(targetsAreEqual));
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