fix HasCoin to check if player before casting it
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@ -9524,7 +9524,7 @@ int EQ2Emu_lua_CureByControlEffect(lua_State* state) {
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LuaSpell* spell = lua_interface->GetCurrentSpell(state);
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LuaSpell* spell = lua_interface->GetCurrentSpell(state);
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if(spell && spell->resisted) {
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if(spell->resisted) {
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lua_interface->ResetFunctionStack(state);
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lua_interface->ResetFunctionStack(state);
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return 0;
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return 0;
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}
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}
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@ -13684,12 +13684,12 @@ int EQ2Emu_lua_ChangeFaction(lua_State* state) {
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int EQ2Emu_lua_HasCoin(lua_State* state) {
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int EQ2Emu_lua_HasCoin(lua_State* state) {
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bool hascoin = 0;
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bool hascoin = 0;
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Player* player = (Player*)lua_interface->GetSpawn(state);
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Spawn* player = lua_interface->GetSpawn(state);
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int32 coins = lua_interface->GetInt32Value(state, 2);
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int32 coins = lua_interface->GetInt32Value(state, 2);
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lua_interface->ResetFunctionStack(state);
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lua_interface->ResetFunctionStack(state);
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if (player && player->IsPlayer()) {
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if (player && player->IsPlayer()) {
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hascoin = player->HasCoins(coins);
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hascoin = ((Player*)player)->HasCoins(coins);
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if(hascoin == 0) {
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if(hascoin == 0) {
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lua_interface->SetBooleanValue(state, false);
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lua_interface->SetBooleanValue(state, false);
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return 1;
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return 1;
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