>
>
> SPECIAL(armor_guard)
> {
> [**SNIP**]
>
> for (i = 0; armor_info[i][0] != -1; i++) {
/*Add this line below */
if (GET_EQ(ch,WEAR_BODY))
> -> if ((IS_NPC(ch) || GET_OBJ_VNUM(GET_EQ(ch,WEAR_BODY)) != <-
> GET_OBJ_VNUM(GET_EQ(guard,WEAR_BODY))) &&
> world[ch->in_room].number == armor_info[i][0] &&
> cmd == armor_info[i][1]) {
> send_to_char(buf, ch);
> act(buf2, FALSE, ch, 0, 0, TO_ROOM);
> return TRUE;
> }
> }
Just like you said - the armor isn't there - check if it is, and
if it isn't, don't compare the result of an operation on a null value to
something.... just skip that part.
PjD
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