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Fix crash with some projectiles generating sound targets.
Some projectiles like grenades or rockets are classified as enemies. Their explosion spawn a sound entity, monsters should move to that. But the projectile is destroyed when exploding, it's entity struct is set to NULL. Therefor the self->enemy pointer is also NULL. The self->enemy check was removed in bc5f5698. Work around this by pretending that the enemy is already there. This was reported by @Soldy, closes yquake2/xatrix#56.
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1 changed files with 16 additions and 6 deletions
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@ -1141,13 +1141,23 @@ ai_run(edict_t *self, float dist)
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if (self->monsterinfo.aiflags & AI_SOUND_TARGET)
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{
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VectorSubtract(self->s.origin, self->enemy->s.origin, v);
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if (VectorLength(v) < 64)
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/* Special case: Some projectiles like grenades or rockets are
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classified as an enemy. When they explode they generate a
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sound entity, triggering this code path. Since they're gone
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after the explosion their entity pointer is NULL. Therefor
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self->enemy is also NULL and we're crashing. Work around
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this by predending that the enemy is still there, and move
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to it. */
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if (self->enemy)
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{
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self->monsterinfo.aiflags |= (AI_STAND_GROUND | AI_TEMP_STAND_GROUND);
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self->monsterinfo.stand(self);
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return;
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VectorSubtract(self->s.origin, self->enemy->s.origin, v);
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if (VectorLength(v) < 64)
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{
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self->monsterinfo.aiflags |= (AI_STAND_GROUND | AI_TEMP_STAND_GROUND);
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self->monsterinfo.stand(self);
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return;
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}
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}
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M_MoveToGoal(self, dist);
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