diff --git a/dGame/dPropertyBehaviors/ControlBehaviorMessages/MoveToInventoryMessage.h b/dGame/dPropertyBehaviors/ControlBehaviorMessages/MoveToInventoryMessage.h index e1f88713d..afd7a14c6 100644 --- a/dGame/dPropertyBehaviors/ControlBehaviorMessages/MoveToInventoryMessage.h +++ b/dGame/dPropertyBehaviors/ControlBehaviorMessages/MoveToInventoryMessage.h @@ -8,7 +8,6 @@ class AMFArrayValue; /** * @brief Sent when a player moves a Behavior A at position B to their inventory. */ -#pragma warning("This Control Behavior Message does not have a test yet. Non-developers can ignore this warning.") class MoveToInventoryMessage : public BehaviorMessageBase { public: MoveToInventoryMessage(const AMFArrayValue& arguments); diff --git a/dGame/dUtilities/Preconditions.cpp b/dGame/dUtilities/Preconditions.cpp index a0aac27e7..118d9037a 100644 --- a/dGame/dUtilities/Preconditions.cpp +++ b/dGame/dUtilities/Preconditions.cpp @@ -137,7 +137,7 @@ bool Precondition::CheckValue(Entity* player, const uint32_t value, bool evaluat return inventoryComponent->GetLotCount(value) >= count; case PreconditionType::DoesNotHaveItem: - return inventoryComponent->IsEquipped(value) < count; + return inventoryComponent->IsEquipped(value) && count > 0; case PreconditionType::HasAchievement: if (missionComponent == nullptr) return false; return missionComponent->GetMissionState(value) >= eMissionState::COMPLETE;