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fixed a segfault in case of wrong input from network on the server (reported by spongie)
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@ -470,7 +470,7 @@ InventoryItem * InventoryList::addItem(u32 i, InventoryItem *newitem)
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//setDirty(true);
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//setDirty(true);
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// If it is an empty position, it's an easy job.
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// If it is an empty position, it's an easy job.
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InventoryItem *to_item = m_items[i];
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InventoryItem *to_item = getItem(i);
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if(to_item == NULL)
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if(to_item == NULL)
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{
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{
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m_items[i] = newitem;
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m_items[i] = newitem;
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@ -502,7 +502,7 @@ InventoryItem * InventoryList::addItem(u32 i, InventoryItem *newitem)
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bool InventoryList::itemFits(u32 i, InventoryItem *newitem)
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bool InventoryList::itemFits(u32 i, InventoryItem *newitem)
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{
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{
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// If it is an empty position, it's an easy job.
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// If it is an empty position, it's an easy job.
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InventoryItem *to_item = m_items[i];
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InventoryItem *to_item = getItem(i);
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if(to_item == NULL)
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if(to_item == NULL)
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{
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{
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return true;
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return true;
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@ -528,7 +528,7 @@ InventoryItem * InventoryList::takeItem(u32 i, u32 count)
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//setDirty(true);
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//setDirty(true);
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InventoryItem *item = m_items[i];
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InventoryItem *item = getItem(i);
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// If it is an empty position, return NULL
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// If it is an empty position, return NULL
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if(item == NULL)
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if(item == NULL)
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return NULL;
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return NULL;
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