Fixes for ScriptSet throwing when adding a not yet found volatile script.
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Signed-off-by: Deukhoofd <Deukhoofd@gmail.com>
This commit is contained in:
2021-03-27 20:20:49 +01:00
parent bfe83ef271
commit 1ddbfd2357
5 changed files with 17 additions and 17 deletions

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@@ -59,10 +59,10 @@ export BattleParty* const* CreatureLib_Battle_GetParties(const Battle* p) {
export BattleScript* CreatureLib_Battle_GetVolatileScript(Battle* p, const char* key) {
auto v = p->GetVolatileScript(ArbUt::StringView::CalculateHash(key));
if (!v.has_value()) {
if (!v.HasValue()) {
return nullptr;
}
return v.value();
return v.GetValue();
}
export uint8_t CreatureLib_Battle_AddVolatileScriptByName(Battle* p, const char* key) {
Try(p->AddVolatileScript(ArbUt::StringView(key));)