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- fixed some crash issues with recent changes.
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92e2ce2aef
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2 changed files with 6 additions and 2 deletions
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@ -1077,8 +1077,12 @@ void gl_RenderHUDModel(DPSprite *psp, float ofsX, float ofsY)
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bool gl_IsHUDModelForPlayerAvailable (player_t * player)
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bool gl_IsHUDModelForPlayerAvailable (player_t * player)
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{
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{
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if (player == nullptr || player->ReadyWeapon == nullptr)
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return false;
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DPSprite *psp = player->FindPSprite(PSP_WEAPON);
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DPSprite *psp = player->FindPSprite(PSP_WEAPON);
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if ( (player == nullptr) || (player->ReadyWeapon == nullptr) || (psp->GetState() == nullptr) )
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if (psp == nullptr || psp->GetState() == nullptr)
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return false;
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return false;
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FState* state = psp->GetState();
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FState* state = psp->GetState();
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@ -240,7 +240,7 @@ void GLSprite::Draw(int pass)
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secplane_t *lowplane = i == (*lightlist).Size() - 1 ? &bottomp : &(*lightlist)[i + 1].plane;
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secplane_t *lowplane = i == (*lightlist).Size() - 1 ? &bottomp : &(*lightlist)[i + 1].plane;
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int thislight = (*lightlist)[i].caster != NULL ? gl_ClampLight(*(*lightlist)[i].p_lightlevel) : lightlevel;
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int thislight = (*lightlist)[i].caster != NULL ? gl_ClampLight(*(*lightlist)[i].p_lightlevel) : lightlevel;
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int thisll = (byte)gl_CheckSpriteGlow(actor->Sector, thislight, actor->InterpolatedPosition(r_TicFracF));
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int thisll = actor == nullptr? thislight : (uint8_t)gl_CheckSpriteGlow(actor->Sector, thislight, actor->InterpolatedPosition(r_TicFracF));
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FColormap thiscm;
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FColormap thiscm;
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thiscm.FadeColor = Colormap.FadeColor;
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thiscm.FadeColor = Colormap.FadeColor;
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