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Add safety measure to Scene_CommandObjectList to prevent crash (#3904)
* dont let k overflow * Update soh/soh/z_scene_otr.cpp Co-authored-by: Archez <Archez@users.noreply.github.com> --------- Co-authored-by: Archez <Archez@users.noreply.github.com>
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@ -178,7 +178,7 @@ bool Scene_CommandObjectList(PlayState* play, LUS::ISceneCommand* cmd) {
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// Loop until a mismatch in the object lists
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// Loop until a mismatch in the object lists
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// Then clear all object ids past that in the context object list and kill actors for those objects
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// Then clear all object ids past that in the context object list and kill actors for those objects
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for (i = play->objectCtx.unk_09, k = 0; i < play->objectCtx.num; i++, k++) {
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for (i = play->objectCtx.unk_09, k = 0; i < play->objectCtx.num; i++, k++) {
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if (play->objectCtx.status[i].id != cmdObj->objects[k]) {
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if (i >= cmdObj->objects.size() || play->objectCtx.status[i].id != cmdObj->objects[k]) {
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for (j = i; j < play->objectCtx.num; j++) {
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for (j = i; j < play->objectCtx.num; j++) {
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play->objectCtx.status[j].id = OBJECT_INVALID;
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play->objectCtx.status[j].id = OBJECT_INVALID;
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}
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}
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