- More missing null pointer checks.

This commit is contained in:
drfrag 2019-10-14 11:49:06 +02:00
parent 0a9b20062a
commit af566f2d52

View file

@ -5016,6 +5016,7 @@ AActor *P_SpawnPlayer (FPlayerStart *mthing, int playernum, int flags)
mobj = Spawn (p->cls, spawn, NO_REPLACE);
if (mobj == nullptr) return nullptr;
if (level.flags & LEVEL_USEPLAYERSTARTZ)
{
if (spawn.Z == ONFLOORZ)
@ -6065,6 +6066,8 @@ foundone:
if (splash->SplashChunk)
{
mo = Spawn(splash->SplashChunk, pos, ALLOW_REPLACE);
if (!mo) return false;
mo->target = thing;
if (splash->ChunkXVelShift != 255)
{
@ -6364,7 +6367,7 @@ AActor *P_SpawnMissileXYZ (DVector3 pos, AActor *source, AActor *dest, PClassAct
P_PlaySpawnSound(th, source);
// record missile's originator
if (owner == NULL) owner = source;
if (owner == nullptr) owner = source;
th->target = owner;
double speed = th->Speed;
@ -6735,6 +6738,8 @@ AActor *P_SpawnPlayerMissile (AActor *source, double x, double y, double z,
}
DVector3 pos = source->Vec2OffsetZ(x, y, z);
AActor *MissileActor = Spawn (type, pos, ALLOW_REPLACE);
if (MissileActor == nullptr) return nullptr;
if (pMissileActor) *pMissileActor = MissileActor;
P_PlaySpawnSound(MissileActor, source);
MissileActor->target = source;