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fix HasCoin to check if player before casting it

This commit is contained in:
Emagi 2024-09-12 09:44:05 -04:00
parent 0a80911ed7
commit 362a86d3f7

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