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Fix 2 minor typos from the script update patch, and one in SoundManager
The latter one caused sounds in mods not being properly cached (and not played), if the internal mod path started with "./", which is the case on windows since an earlier commit.
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ac822ec91d
commit
1d12576322
2 changed files with 3 additions and 3 deletions
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@ -499,7 +499,7 @@ Entity *entity(lua_State *L, int slot = 1)
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ENSURE_TYPE(ent, SCO_ENTITY);
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if (!ent)
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{
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scriptError("Entity Invalid Pointer");
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scriptDebug(L, "Entity Invalid Pointer");
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}
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return ent;
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}
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@ -519,7 +519,7 @@ Bone *bone(lua_State *L, int slot = 1)
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ENSURE_TYPE(b, SCO_BONE);
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if (!b)
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{
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scriptError("Bone Invalid Pointer");
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scriptDebug(L, "Bone Invalid Pointer");
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}
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return b;
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}
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@ -1546,7 +1546,7 @@ Buffer SoundManager::loadSoundIntoBank(const std::string &filename, const std::s
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}
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int loc = f.find_last_of('/');
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int loc2 = f.find('.');
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int loc2 = f.rfind('.');
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if (loc != std::string::npos && loc2 != std::string::npos)
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{
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name = f.substr(loc+1, loc2-(loc+1));
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