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- fixed some potential NULL pointer accesses.
SVN r3285 (trunk)
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parent
eafb9da2c1
commit
f2a457206c
3 changed files with 3 additions and 3 deletions
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@ -120,10 +120,10 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_BrainSpit)
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// Boss cubes should move freely to their destination so it's
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// probably best to disable all collision detection for them.
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if (spit->flags & MF_NOCLIP) spit->flags5 |= MF5_NOINTERACTION;
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if (spit != NULL)
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{
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if (spit->flags & MF_NOCLIP) spit->flags5 |= MF5_NOINTERACTION;
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spit->target = targ;
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spit->master = self;
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// [RH] Do this correctly for any trajectory. Doom would divide by 0
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@ -586,7 +586,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_BFGSpray)
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damage += (pr_bfgspray() & 7) + 1;
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thingToHit = linetarget;
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P_DamageMobj (thingToHit, self->target, self->target, damage, spray->DamageType);
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P_DamageMobj (thingToHit, self->target, self->target, damage, spray != NULL? FName(spray->DamageType) : FName(NAME_BFGSplash));
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P_TraceBleed (damage, thingToHit, self->target);
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}
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}
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@ -61,9 +61,9 @@ DEFINE_ACTION_FUNCTION(AActor, A_PotteryExplode)
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for(i = (pr_pottery()&3)+3; i; i--)
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{
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mo = Spawn ("PotteryBit", self->x, self->y, self->z, ALLOW_REPLACE);
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mo->SetState (mo->SpawnState + (pr_pottery()%5));
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if (mo)
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{
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mo->SetState (mo->SpawnState + (pr_pottery()%5));
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mo->velz = ((pr_pottery()&7)+5)*(3*FRACUNIT/4);
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mo->velx = (pr_pottery.Random2())<<(FRACBITS-6);
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mo->vely = (pr_pottery.Random2())<<(FRACBITS-6);
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