From 8ddc9e1de34d544f70c7bb670bfb1ca07e079957 Mon Sep 17 00:00:00 2001 From: Marisa Kirisame Date: Fri, 19 Mar 2021 22:14:20 +0100 Subject: [PATCH] Fix oopsie in copypasted code. --- language.version | 4 ++-- zscript/items/swwm_ammoextra.zsc | 2 +- zscript/swwm_player.zsc | 2 +- 3 files changed, 4 insertions(+), 4 deletions(-) diff --git a/language.version b/language.version index 63d3fb6f6..52201082a 100644 --- a/language.version +++ b/language.version @@ -1,3 +1,3 @@ [default] -SWWM_MODVER="\chSWWM \czGZ\c- \cw0.9.11b-pre r375 \cu(Fri 19 Mar 21:26:10 CET 2021)\c-"; -SWWM_SHORTVER="\cw0.9.11b-pre r375 \cu(2021-03-19 21:26:10)\c-"; +SWWM_MODVER="\chSWWM \czGZ\c- \cw0.9.11b-pre r376 \cu(Fri 19 Mar 22:14:20 CET 2021)\c-"; +SWWM_SHORTVER="\cw0.9.11b-pre r376 \cu(2021-03-19 22:14:21)\c-"; diff --git a/zscript/items/swwm_ammoextra.zsc b/zscript/items/swwm_ammoextra.zsc index ca1edfe69..b2e8446b3 100644 --- a/zscript/items/swwm_ammoextra.zsc +++ b/zscript/items/swwm_ammoextra.zsc @@ -71,7 +71,7 @@ Class AmmoFabricator : Inventory abstract let rep = GetReplacement(type2); if ( (rep != type2) && !(rep is "DehackedPickup") ) continue; readonly weap = GetDefaultByType(type2); - if ( !other.player || !other.player.weapons.LocateWeapon(type2) || weap.bCheatNotWeapon ) continue; + if ( !Owner.player || !Owner.player.weapons.LocateWeapon(type2) || weap.bCheatNotWeapon ) continue; let ready = weap.FindState("Ready"); if ( !ready || !ready.ValidateSpriteFrame() ) continue; validweapons.Push(type2); diff --git a/zscript/swwm_player.zsc b/zscript/swwm_player.zsc index 281ae4272..0dd792736 100644 --- a/zscript/swwm_player.zsc +++ b/zscript/swwm_player.zsc @@ -150,7 +150,7 @@ Class Demolitionist : PlayerPawn let rep = GetReplacement(type2); if ( (rep != type2) && !(rep is "DehackedPickup") ) continue; readonly weap = GetDefaultByType(type2); - if ( !other.player || !other.player.weapons.LocateWeapon(type2) || weap.bCheatNotWeapon ) continue; + if ( !player || !player.weapons.LocateWeapon(type2) || weap.bCheatNotWeapon ) continue; let ready = weap.FindState("Ready"); if ( !ready || !ready.ValidateSpriteFrame() ) continue; validweapons.Push(type2);