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Add some checks to prevent invalid awayviewmobjs from crashing the game. Not fullproof but at the least the P_CameraThinker crash no longer happens
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1029463741
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2 changed files with 10 additions and 3 deletions
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@ -3506,7 +3506,7 @@ boolean P_CameraThinker(player_t *player, camera_t *thiscam, boolean resetcalled
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if (player->pflags & PF_FLIPCAM && !(player->pflags & PF_NIGHTSMODE) && player->mo->eflags & MFE_VERTICALFLIP)
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postimg = postimg_flip;
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else if (player->awayviewtics && player->awayviewmobj != NULL) // Camera must obviously exist
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else if (player->awayviewtics && player->awayviewmobj && !P_MobjWasRemoved(player->awayviewmobj)) // Camera must obviously exist
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{
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camera_t dummycam;
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dummycam.subsector = player->awayviewmobj->subsector;
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11
src/p_user.c
11
src/p_user.c
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@ -8372,7 +8372,7 @@ boolean P_MoveChaseCamera(player_t *player, camera_t *thiscam, boolean resetcall
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if (!(multiplayer || netgame) && !splitscreen)
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{
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fixed_t vx = thiscam->x, vy = thiscam->y;
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if (player->awayviewtics && player->awayviewmobj != NULL) // Camera must obviously exist
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if (player->awayviewtics && player->awayviewmobj != NULL && !P_MobjWasRemoved(player->awayviewmobj)) // Camera must obviously exist
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{
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vx = player->awayviewmobj->x;
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vy = player->awayviewmobj->y;
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@ -8534,7 +8534,7 @@ static void P_CalcPostImg(player_t *player)
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else
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pviewheight = player->mo->z + player->viewheight;
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if (player->awayviewtics)
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if (player->awayviewtics && player->awayviewmobj && !P_MobjWasRemoved(player->awayviewmobj))
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{
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sector = player->awayviewmobj->subsector->sector;
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pviewheight = player->awayviewmobj->z + 20*FRACUNIT;
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@ -8701,6 +8701,13 @@ void P_PlayerThink(player_t *player)
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}
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}
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#endif
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if (player->awayviewmobj && P_MobjWasRemoved(player->awayviewmobj))
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{
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P_SetTarget(&player->awayviewmobj, NULL); // remove awayviewmobj asap if invalid
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player->awayviewtics = 0; // reset to zero
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}
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if (player->pflags & PF_GLIDING)
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{
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if (player->panim != PA_ABILITY)
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