message: Add failsafe in case the script side ends up continuing to send an invalid item
diff: @@ -164,6 +164,14 @@ uint32_t ItemEvents::FindItemWithBaseItemIdHook(CItemRepository* thisPtr, uint32
  return m_FindItemWithBaseItemIdHook->CallOriginal<int32_t>(thisPtr, baseItem, nTh);
  }
  + // We're most assuredly in an infinite loop here caused by the scripting end
  + // unless the player has > 255 stacks of ammo they can't equip
  + // Suppose I could set this to a higher value but I think this is safe
  + if(nTh > 255)
  + {
  + return OBJECT_INVALID;
  + }
  +
  auto ItemSanityCheck = [&](uint32_t objectId) -> uint32_t {
  if (static_cast<Types::ObjectID>(objectId) == Constants::OBJECT_INVALID)
  return objectId;
  