SomeoneHasSkill - Accessed None 'Pawn' fix
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@ -50,24 +50,35 @@ static function bool HasSkill(NicePlayerController nicePlayer, class<NiceSkill>
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return true;
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return true;
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return false;
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return false;
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}
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}
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static function bool SomeoneHasSkill(NicePlayerController player, class<NiceSkill> skill){
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static function bool SomeoneHasSkill(NicePlayerController player, class<NiceSkill> skill)
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{
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local int i;
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local int i;
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local Controller P;
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local Controller P;
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local NicePlayerController nicePlayer;
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local NicePlayerController nicePlayer;
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if(player == none)
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if (player == none)
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return false;
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return false;
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if(player.Pawn.Role == ROLE_Authority)
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// added pawn check coz of log spam
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for(P = player.Level.ControllerList; P != none; P = P.nextController){
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if (player.Pawn != none && player.Pawn.Role == ROLE_Authority)
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{
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for(P = player.Level.ControllerList; P != none; P = P.nextController)
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{
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nicePlayer = NicePlayerController(P);
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nicePlayer = NicePlayerController(P);
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if(nicePlayer != none && HasSkill(nicePlayer, skill) && nicePlayer.Pawn.Health > 0 && !nicePlayer.Pawn.bPendingDelete
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if (nicePlayer != none && HasSkill(nicePlayer, skill) && nicePlayer.Pawn.Health > 0 && !nicePlayer.Pawn.bPendingDelete
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&& nicePlayer.PlayerReplicationInfo.Team == player.PlayerReplicationInfo.Team)
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&& nicePlayer.PlayerReplicationInfo.Team == player.PlayerReplicationInfo.Team)
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return true;
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return true;
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}
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}
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else for(i = 0;i < player.broadcastedSkills.Length;i ++)
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}
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if(player.broadcastedSkills[i] == skill)
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else
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{
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for (i = 0;i < player.broadcastedSkills.Length;i ++)
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if (player.broadcastedSkills[i] == skill)
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return true;
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return true;
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}
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return false;
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return false;
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}
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}
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// Checks if player will automatically chose given skill at the next opportunity
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// Checks if player will automatically chose given skill at the next opportunity
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static function bool IsSkillPending(NicePlayerController nicePlayer, class<NiceSkill> skill){
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static function bool IsSkillPending(NicePlayerController nicePlayer, class<NiceSkill> skill){
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local int i;
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local int i;
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