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Add missing Iter->Exists() checks
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@@ -1062,7 +1062,7 @@ INT32 EffectiveArmourLBE( OBJECTTYPE * pObj )
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iValue = 0;
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for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter) {
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if (Item[iter->usItem].usItemClass == IC_ARMOUR && (*iter)[0]->data.objectStatus > 0 )
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if ( iter->exists() && Item[iter->usItem].usItemClass == IC_ARMOUR && (*iter)[0]->data.objectStatus > 0 )
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{
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INT32 iValue2;
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@@ -1088,7 +1088,7 @@ INT32 ExplosiveEffectiveArmourLBE( OBJECTTYPE * pObj )
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iValue = 0;
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for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter) {
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if (Item[iter->usItem].usItemClass == IC_ARMOUR && (*iter)[0]->data.objectStatus > 0 )
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if ( iter->exists() && Item[iter->usItem].usItemClass == IC_ARMOUR && (*iter)[0]->data.objectStatus > 0 )
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{
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INT32 iValue2;
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@@ -2560,7 +2560,7 @@ BOOLEAN UseGunNCTH( SOLDIERTYPE *pSoldier , INT32 sTargetGridNo )
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{
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for (attachmentList::iterator iter = (*pObjAttHand)[0]->attachments.begin(); iter != (*pObjAttHand)[0]->attachments.end(); ++iter)
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{
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if (ItemHasHiddenMuzzleFlash(iter->usItem))
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if ( iter->exists() && ItemHasHiddenMuzzleFlash(iter->usItem))
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{
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OBJECTTYPE* pA= &(*iter);
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if ( (*pA)[0]->data.objectStatus >=USABLE)
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@@ -3346,7 +3346,7 @@ BOOLEAN UseGun( SOLDIERTYPE *pSoldier , INT32 sTargetGridNo )
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{
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for (attachmentList::iterator iter = (*pObjUsed)[0]->attachments.begin(); iter != (*pObjUsed)[0]->attachments.end(); ++iter)
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{
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if (ItemHasHiddenMuzzleFlash(iter->usItem))
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if ( iter->exists() && ItemHasHiddenMuzzleFlash(iter->usItem))
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{
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OBJECTTYPE* pA= &(*iter);
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if ( (*pA)[0]->data.objectStatus >=USABLE)
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@@ -7993,7 +7993,7 @@ INT32 TotalArmourProtection( SOLDIERTYPE * pTarget, UINT8 ubHitLocation, INT32 i
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if (iSlot == VESTPOS && pVestPack->exists() == true)
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{
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for (attachmentList::iterator iter = (*pVestPack)[0]->attachments.begin(); iter != (*pVestPack)[0]->attachments.end(); ++iter) {
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if (Item[iter->usItem].usItemClass == IC_ARMOUR && (*iter)[0]->data.objectStatus > 0 )
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if ( iter->exists() && Item[iter->usItem].usItemClass == IC_ARMOUR && (*iter)[0]->data.objectStatus > 0 )
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{
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INT32 protection = ArmourProtection( pTarget, Item[iter->usItem].ubClassIndex, &((*iter)[0]->data.objectStatus), iImpact, ubAmmoType, &plateHit );
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