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Allow null player pointer in CreateWeaponBox (#899)
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@ -1295,7 +1295,7 @@ LINK_HOOK_CHAIN(CWeaponBox *, CreateWeaponBox, (CBasePlayerItem *pItem, CBasePla
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CWeaponBox *EXT_FUNC __API_HOOK(CreateWeaponBox)(CBasePlayerItem *pItem, CBasePlayer *pPlayerOwner, const char *modelName, Vector &origin, Vector &angles, Vector &velocity, float lifeTime, bool packAmmo)
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{
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// create a box to pack the stuff into.
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CWeaponBox *pWeaponBox = (CWeaponBox *)CBaseEntity::Create("weaponbox", origin, angles, ENT(pPlayerOwner->pev));
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CWeaponBox *pWeaponBox = (CWeaponBox *)CBaseEntity::Create("weaponbox", origin, angles, pPlayerOwner ? ENT(pPlayerOwner->pev) : nullptr);
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if (pWeaponBox)
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{
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@ -1309,7 +1309,7 @@ CWeaponBox *EXT_FUNC __API_HOOK(CreateWeaponBox)(CBasePlayerItem *pItem, CBasePl
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// pack the ammo
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bool exhaustibleAmmo = (pItem->iFlags() & ITEM_FLAG_EXHAUSTIBLE) == ITEM_FLAG_EXHAUSTIBLE;
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if (exhaustibleAmmo || packAmmo)
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if ((exhaustibleAmmo || packAmmo) && pPlayerOwner)
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{
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#ifndef REGAMEDLL_ADD
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pWeaponBox->PackAmmo(MAKE_STRING(pItem->pszAmmo1()), pPlayerOwner->m_rgAmmo[pItem->PrimaryAmmoIndex()]);
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