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hud models: add nullptr check for psprites without caller.
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109069f718
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13bdd324e1
2 changed files with 3 additions and 3 deletions
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@ -183,7 +183,7 @@ void RenderModel(FModelRenderer *renderer, float x, float y, float z, FSpriteMod
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void RenderHUDModel(FModelRenderer *renderer, DPSprite *psp, float ofsX, float ofsY)
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{
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AActor * playermo = players[consoleplayer].camera;
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FSpriteModelFrame *smf = FindModelFrame(psp->Caller->GetClass(), psp->GetSprite(), psp->GetFrame(), false);
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FSpriteModelFrame *smf = psp->Caller != nullptr ? FindModelFrame(psp->Caller->GetClass(), psp->GetSprite(), psp->GetFrame(), false) : nullptr;
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// [BB] No model found for this sprite, so we can't render anything.
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if (smf == nullptr)
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@ -783,7 +783,7 @@ bool IsHUDModelForPlayerAvailable (player_t * player)
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// [MK] check that at least one psprite uses models
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for (DPSprite *psp = player->psprites; psp != nullptr && psp->GetID() < PSP_TARGETCENTER; psp = psp->GetNext())
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{
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FSpriteModelFrame *smf = FindModelFrame(psp->Caller->GetClass(), psp->GetSprite(), psp->GetFrame(), false);
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FSpriteModelFrame *smf = psp->Caller != nullptr ? FindModelFrame(psp->Caller->GetClass(), psp->GetSprite(), psp->GetFrame(), false) : nullptr;
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if ( smf != nullptr ) return true;
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}
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return false;
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@ -614,7 +614,7 @@ void HWDrawInfo::PreparePlayerSprites(sector_t * viewsector, area_t in_area)
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for (DPSprite *psp = player->psprites; psp != nullptr && psp->GetID() < PSP_TARGETCENTER; psp = psp->GetNext())
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{
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if (!psp->GetState()) continue;
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FSpriteModelFrame *smf = FindModelFrame(psp->Caller->GetClass(), psp->GetSprite(), psp->GetFrame(), false);
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FSpriteModelFrame *smf = psp->Caller != nullptr ? FindModelFrame(psp->Caller->GetClass(), psp->GetSprite(), psp->GetFrame(), false) : nullptr;
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// This is an 'either-or' proposition. This maybe needs some work to allow overlays with weapon models but as originally implemented this just won't work.
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if (smf && !hudModelStep) continue;
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if (!smf && hudModelStep) continue;
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