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Fix bad null check and dynamic ID calculation
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@ -62,11 +62,11 @@ static int npc_getSpeed(lua_State *state) {
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CombatNPC *npc = grabNPC(state, 1);
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CombatNPC *npc = grabNPC(state, 1);
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// sanity check
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// sanity check
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if (npc != NULL)
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if (npc == NULL)
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return 0;
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return 0;
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lua_pushinteger(state, npc->speed);
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lua_pushinteger(state, npc->speed);
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return 0;
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return 1;
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}
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}
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static const luaL_Reg npc_getters[] = {
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static const luaL_Reg npc_getters[] = {
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@ -263,4 +263,4 @@ void LuaManager::NPC::init(lua_State *state) {
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void LuaManager::NPC::push(lua_State *state, CombatNPC *npc) {
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void LuaManager::NPC::push(lua_State *state, CombatNPC *npc) {
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Entity::push(state, EntityRef(npc->appearanceData.iNPC_ID), LIBNAME);
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Entity::push(state, EntityRef(npc->appearanceData.iNPC_ID), LIBNAME);
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}
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}
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