[gamecode] Make edict macros more robust to null

A null edict pointer should product a null entity, not a segfault.
This commit is contained in:
Bill Currie 2022-02-05 10:17:57 +09:00
parent f94d5e9fdb
commit 529253e6d9

View file

@ -352,10 +352,10 @@ void ED_EntityParseFunction (progs_t *pr);
#define PR_edicts(p) (*(p)->pr_edicts)
#define NEXT_EDICT(p,e) ((e) + 1)
#define EDICT_TO_PROG(p,e) ((e)->entnum * (p)->pr_edict_size)
#define NEXT_EDICT(p,e) ((e) ? (e) + 1 : 0)
#define EDICT_TO_PROG(p,e) ((e) ? (e)->entnum * (p)->pr_edict_size : 0)
#define PROG_TO_EDICT(p,e) (&PR_edicts(p)[(e) / (p)->pr_edict_size])
#define NUM_FOR_BAD_EDICT(p,e) ((e)->entnum)
#define NUM_FOR_BAD_EDICT(p,e) ((e) ? (e)->entnum : 0)
#ifndef PR_PARANOID_PROGS
# define EDICT_NUM(p,n) (PR_edicts (p) + (n))
# define NUM_FOR_EDICT(p,e) NUM_FOR_BAD_EDICT ((p), (e))