diff --git a/sp/src/game/server/ai_networkmanager.cpp b/sp/src/game/server/ai_networkmanager.cpp index 0d1f71e4..f366ee57 100644 --- a/sp/src/game/server/ai_networkmanager.cpp +++ b/sp/src/game/server/ai_networkmanager.cpp @@ -3061,7 +3061,7 @@ int CAI_NetworkBuilder::ComputeConnection( CAI_Node *pSrcNode, CAI_Node *pDestNo { #ifdef MAPBASE // This is kind of a hack since target node IDs are designed to be used *after* the nodegraph is generated. - // However, for the purposes of forcing a climb connection outside of regular lineup bounds, it works. + // However, for the purposes of forcing a climb connection outside of regular lineup bounds, it seems to be a reasonable solution. if (pSrcNode->GetHint() && pDestNode->GetHint() && (pSrcNode->GetHint()->GetTargetWCNodeID() == pDestNode->GetHint()->GetWCId() || pDestNode->GetHint()->GetTargetWCNodeID() == pSrcNode->GetHint()->GetWCId())) { diff --git a/sp/src/vscript/vscript_squirrel.cpp b/sp/src/vscript/vscript_squirrel.cpp index 59326ce9..af8ad7d4 100644 --- a/sp/src/vscript/vscript_squirrel.cpp +++ b/sp/src/vscript/vscript_squirrel.cpp @@ -1406,7 +1406,8 @@ SQInteger function_stub(HSQUIRRELVM vm) PushVariant(vm, retval); - retval.Free(); + if (retval.m_type == FIELD_VECTOR) + delete retval.m_pVector; return pFunc->m_desc.m_ReturnType != FIELD_VOID; }