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- fixed crash with particles checking a non-existent actor.
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2 changed files with 2 additions and 2 deletions
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@ -374,7 +374,7 @@ public:
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FImageTexture(FImageSource* image) noexcept;
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virtual TArray<uint8_t> Get8BitPixels(bool alphatex);
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void SetImage(FImageSource* img) // This is only for the multipatch texture builder!
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void SetImage(FImageSource* img)
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{
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mImage = img;
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SetFromImage();
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@ -197,7 +197,7 @@ void HWSprite::DrawSprite(HWDrawInfo *di, FRenderState &state, bool translucent)
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state.SetFog(0, 0);
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}
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uint32_t spritetype = (actor->renderflags & RF_SPRITETYPEMASK);
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uint32_t spritetype = actor? uint32_t(actor->renderflags & RF_SPRITETYPEMASK) : 0;
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if (texture) state.SetMaterial(texture, UF_Sprite, (spritetype == RF_FACESPRITE) ? CTF_Expand : 0, CLAMP_XY, translation, OverrideShader);
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else if (!modelframe) state.EnableTexture(false);
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