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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
d98e1b9eb0
commit
80fb945cff
1 changed files with 23 additions and 10 deletions
21
src/g_ai.c
21
src/g_ai.c
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@ -200,7 +200,11 @@ ai_charge(edict_t *self, float dist)
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return;
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}
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if(self->enemy)
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{
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VectorSubtract(self->enemy->s.origin, self->s.origin, v);
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}
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self->ideal_yaw = vectoyaw(v);
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M_ChangeYaw(self);
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@ -382,7 +386,11 @@ HuntTarget(edict_t *self)
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self->monsterinfo.run(self);
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}
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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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@ -395,7 +403,7 @@ 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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@ -697,7 +705,7 @@ 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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@ -899,8 +907,10 @@ ai_checkattack(edict_t *self, float dist)
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vec3_t temp;
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qboolean hesDeadJim;
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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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@ -1029,10 +1039,13 @@ ai_checkattack(edict_t *self, float dist)
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}
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}
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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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if (self->monsterinfo.attack_state == AS_MISSILE)
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{
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@ -1073,7 +1086,7 @@ ai_run(edict_t *self, float dist)
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float left, center, right;
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vec3_t left_target, right_target;
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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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