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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@@ -86,10 +86,10 @@ namespace CreatureLib::Battling {
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const ArbUt::UniquePtrList<BattleParty>& GetParties() const noexcept { return _parties; }
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const ArbUt::UniquePtrList<BattleSide>& GetSides() const noexcept { return _sides; }
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std::optional<ArbUt::BorrowedPtr<BattleScript>> GetVolatileScript(const ArbUt::StringView& key) const {
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ArbUt::OptionalBorrowedPtr<BattleScript> GetVolatileScript(const ArbUt::StringView& key) const {
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return _volatile.Get(key);
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}
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std::optional<ArbUt::BorrowedPtr<BattleScript>> GetVolatileScript(uint32_t keyHash) const noexcept {
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ArbUt::OptionalBorrowedPtr<BattleScript> GetVolatileScript(uint32_t keyHash) const noexcept {
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return _volatile.Get(keyHash);
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}
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BattleScript* AddVolatileScript(const ArbUt::StringView& key);
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