if (NULL == player->owns)
{
update_log(world, "\nYou try to drop an object, but you own none.");
+ world->old_inventory_select = 0;
}
else
{
+ world->old_inventory_select = world->inventory_select;
struct MapObj * owned = player->owns;
uint8_t i = 0;
for (; i != world->inventory_select; i++, owned = owned->next);