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Add a player->mo check before attempting to account for ztargetting.
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1 changed files with 1 additions and 1 deletions
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@ -1411,7 +1411,7 @@ void G_BuildTiccmd(ticcmd_t *cmd, INT32 realtics, UINT8 ssplayer)
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newtarget = P_SpawnMobj(ticcmd_ztargetfocus[forplayer]->x, ticcmd_ztargetfocus[forplayer]->y, ticcmd_ztargetfocus[forplayer]->z, MT_LOCKON); // positioning, flip handled in P_SceneryThinker
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newtarget = P_SpawnMobj(ticcmd_ztargetfocus[forplayer]->x, ticcmd_ztargetfocus[forplayer]->y, ticcmd_ztargetfocus[forplayer]->z, MT_LOCKON); // positioning, flip handled in P_SceneryThinker
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P_SetTarget(&newtarget->target, ticcmd_ztargetfocus[forplayer]);
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P_SetTarget(&newtarget->target, ticcmd_ztargetfocus[forplayer]);
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if (P_AproxDistance(
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if (player->mo && P_AproxDistance(
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player->mo->x - ticcmd_ztargetfocus[forplayer]->x,
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player->mo->x - ticcmd_ztargetfocus[forplayer]->x,
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player->mo->y - ticcmd_ztargetfocus[forplayer]->y
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player->mo->y - ticcmd_ztargetfocus[forplayer]->y
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) > 50*player->mo->scale)
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) > 50*player->mo->scale)
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