Fixes for ScriptSet throwing when adding a not yet found volatile script.
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Signed-off-by: Deukhoofd <Deukhoofd@gmail.com>
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@@ -59,10 +59,10 @@ export BattleParty* const* CreatureLib_Battle_GetParties(const Battle* p) {
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export BattleScript* CreatureLib_Battle_GetVolatileScript(Battle* p, const char* key) {
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auto v = p->GetVolatileScript(ArbUt::StringView::CalculateHash(key));
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if (!v.has_value()) {
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if (!v.HasValue()) {
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return nullptr;
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}
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return v.value();
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return v.GetValue();
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}
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export uint8_t CreatureLib_Battle_AddVolatileScriptByName(Battle* p, const char* key) {
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Try(p->AddVolatileScript(ArbUt::StringView(key));)
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