Fixed crash if completionCheck callback wasn't there.

This commit is contained in:
Filip Maj 2017-04-04 01:25:08 -04:00
parent e38a995574
commit c71aa0b45e

View File

@ -126,7 +126,7 @@ namespace FFXIVClassic_Map_Server.Actors
public void DoCompletionCheck()
{
List<LuaParam> returned = LuaEngine.GetInstance().CallLuaFunctionForReturn(owner, this, "isObjectivesComplete");
if (returned.Count >= 1 && returned[0].typeID == 3)
if (returned != null && returned.Count >= 1 && returned[0].typeID == 3)
{
owner.SendDataPacket("attention", Server.GetWorldManager().GetActor(), "", 25225, (object)GetQuestId());
owner.SendGameMessage(Server.GetWorldManager().GetActor(), 25225, 0x20, (object)GetQuestId());
@ -135,7 +135,7 @@ namespace FFXIVClassic_Map_Server.Actors
public void DoAbandon()
{
List<LuaParam> returned = LuaEngine.GetInstance().CallLuaFunctionForReturn(owner, this, "onAbandonQuest");
LuaEngine.GetInstance().CallLuaFunctionForReturn(owner, this, "onAbandonQuest");
owner.SendGameMessage(owner, Server.GetWorldManager().GetActor(), 25236, 0x20, (object)GetQuestId());
}