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authorAlexander Pickering <Alexander.Pickering@anondomain.site90.net>2016-01-18 20:21:56 -0500
committerAlexander Pickering <Alexander.Pickering@anondomain.site90.net>2016-01-18 20:21:56 -0500
commit9afec47237a8d2ff5e3fbc95e1a084cba37e35af (patch)
tree98a408ba423d0c5bcdf80af1cb14ad08e26e390e /gamemode/npcsystem/npcs/bird.lua
parent3a01207e64a49566cef2803bebdeda38a5aa5bbc (diff)
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Modified npc's to not crash when checking attack priority on a nil target
Diffstat (limited to 'gamemode/npcsystem/npcs/bird.lua')
-rw-r--r--gamemode/npcsystem/npcs/bird.lua1
1 files changed, 1 insertions, 0 deletions
diff --git a/gamemode/npcsystem/npcs/bird.lua b/gamemode/npcsystem/npcs/bird.lua
index 48ec71a..af63e76 100644
--- a/gamemode/npcsystem/npcs/bird.lua
+++ b/gamemode/npcsystem/npcs/bird.lua
@@ -72,6 +72,7 @@ NPC.Target = nil
NPC.AwareEnemies = {}
--Attack priority is a fucntion that takes a player, and returns an int describing it's prority to attack (higher = more important) NPC will always attack the player with the highest priority
function NPC:AttackPriority(ply)
+ if not ply then return 0 end
local plypos = ply:GetPos()
local mypos = self:GetPos()
if not plypos then return 0 end