phantombeta wrote:A_GiveInventory works without that only because of the way the inventory is stored.
It actually doesn't really 'work' because it gives the item the wrong owner which also could lead to unexpected behavior. This call should also be fixed.
This is one of those sloppy implementation details from old times which I unfortunately did not catch in time before making a release. But I think it's a good idea to let A_GiveInventory print a warning message, if it gets called on an owned inventory item. Remember: This is not defined behavior but merely a side effect of how the inventory chain is linked. So it's prone to getting broken, if stuff changes.