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Fix non-existing lut entry being executed.

This commit is contained in:
collett 2020-01-02 01:52:20 +09:00
parent 86a2f18f25
commit 1ff69bcce0

View file

@ -391,8 +391,9 @@ void Action::Action::buildEffects()
snapshotAffectedActors( m_hitActors );
auto pScriptMgr = m_pFw->get< Scripting::ScriptMgr >();
auto hasLutEntry = ActionLut::validEntryExists( static_cast< uint16_t >( getId() ) );
if( !pScriptMgr->onExecute( *this ) && !ActionLut::validEntryExists( static_cast< uint16_t >( getId() ) ) )
if( !pScriptMgr->onExecute( *this ) && !hasLutEntry )
{
if( auto player = m_pSource->getAsPlayer() )
{
@ -402,7 +403,7 @@ void Action::Action::buildEffects()
return;
}
if( m_hitActors.empty() )
if( !hasLutEntry || m_hitActors.empty() )
return;
auto lutEntry = ActionLut::getEntry( static_cast< uint16_t >( getId() ) );