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Make sure that a monsters enemy is still alive when deciding to attack.
When the monster was already killed by another monster or a coop player some references may be NULL and the game was crashed. This was observed by maraakte, who reported it in issue #164. I've just merged his fix from q2dos.
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parent
ff4c00e5e6
commit
7720887274
1 changed files with 19 additions and 9 deletions
28
src/g_ai.c
28
src/g_ai.c
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@ -473,7 +473,11 @@ HuntTarget(edict_t *self)
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self->monsterinfo.run(self);
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}
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VectorSubtract(self->enemy->s.origin, self->s.origin, vec);
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if(visible(self, self->enemy))
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{
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VectorSubtract(self->enemy->s.origin, self->s.origin, vec);
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}
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self->ideal_yaw = vectoyaw(vec);
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/* wait a while before first attack */
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@ -486,7 +490,7 @@ HuntTarget(edict_t *self)
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void
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FoundTarget(edict_t *self)
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{
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if (!self)
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if (!self|| !self->enemy || !self->enemy->inuse)
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{
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return;
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}
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@ -824,7 +828,7 @@ M_CheckAttack(edict_t *self)
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float chance;
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trace_t tr;
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if (!self)
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if (!self || !self->enemy || !self->enemy->inuse)
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{
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return false;
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}
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@ -1158,8 +1162,10 @@ ai_checkattack(edict_t *self, float dist)
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qboolean hesDeadJim;
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qboolean retval;
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if (!self)
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if (!self || !self->enemy || !self->enemy->inuse)
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{
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enemy_vis = false;
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return false;
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}
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@ -1300,10 +1306,14 @@ ai_checkattack(edict_t *self, float dist)
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}
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}
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enemy_infront = infront(self, self->enemy);
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enemy_range = range(self, self->enemy);
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VectorSubtract(self->enemy->s.origin, self->s.origin, temp);
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enemy_yaw = vectoyaw(temp);
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if (self->enemy)
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{
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enemy_infront = infront(self, self->enemy);
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enemy_range = range(self, self->enemy);
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VectorSubtract(self->enemy->s.origin, self->s.origin, temp);
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enemy_yaw = vectoyaw(temp);
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}
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retval = self->monsterinfo.checkattack(self);
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if (retval)
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@ -1360,7 +1370,7 @@ ai_run(edict_t *self, float dist)
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qboolean gotcha = false;
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edict_t *realEnemy;
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if (!self)
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if (!self || !self->enemy || !self->enemy->inuse)
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{
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return;
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}
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