diff --git a/sources/Perks/NiceVeterancyTypes.uc b/sources/Perks/NiceVeterancyTypes.uc index d5ce02b..2282d0f 100644 --- a/sources/Perks/NiceVeterancyTypes.uc +++ b/sources/Perks/NiceVeterancyTypes.uc @@ -50,24 +50,35 @@ static function bool HasSkill(NicePlayerController nicePlayer, class return true; return false; } -static function bool SomeoneHasSkill(NicePlayerController player, class skill){ + +static function bool SomeoneHasSkill(NicePlayerController player, class skill) +{ local int i; local Controller P; local NicePlayerController nicePlayer; - if(player == none) + + if (player == none) return false; - if(player.Pawn.Role == ROLE_Authority) - for(P = player.Level.ControllerList; P != none; P = P.nextController){ + // added pawn check coz of log spam + if (player.Pawn != none && player.Pawn.Role == ROLE_Authority) + { + for(P = player.Level.ControllerList; P != none; P = P.nextController) + { nicePlayer = NicePlayerController(P); - if(nicePlayer != none && HasSkill(nicePlayer, skill) && nicePlayer.Pawn.Health > 0 && !nicePlayer.Pawn.bPendingDelete + if (nicePlayer != none && HasSkill(nicePlayer, skill) && nicePlayer.Pawn.Health > 0 && !nicePlayer.Pawn.bPendingDelete && nicePlayer.PlayerReplicationInfo.Team == player.PlayerReplicationInfo.Team) return true; - } - else for(i = 0;i < player.broadcastedSkills.Length;i ++) - if(player.broadcastedSkills[i] == skill) + } + } + else + { + for (i = 0;i < player.broadcastedSkills.Length;i ++) + if (player.broadcastedSkills[i] == skill) return true; + } return false; } + // Checks if player will automatically chose given skill at the next opportunity static function bool IsSkillPending(NicePlayerController nicePlayer, class skill){ local int i;