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Bugfix from Rivensin: idAnimState::Save() checks if(animator != NULL)
at least in Rivensin this caused crashes, possible that it causes trouble here as well (Rivensin is based on Dentonmod after all)
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1 changed files with 4 additions and 1 deletions
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@ -78,7 +78,10 @@ void idAnimState::Save( idSaveGame *savefile ) const {
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savefile->WriteObject( self );
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// Save the entity owner of the animator
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savefile->WriteObject( animator->GetEntity() );
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if(animator != NULL) // DG: don't crash if it's NULL
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savefile->WriteObject( animator->GetEntity() );
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else
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savefile->WriteInt(0);
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savefile->WriteObject( thread );
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