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Fixed crash on accessing player sprite's state in software renderer
https://forum.zdoom.org/viewtopic.php?t=60034
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2 changed files with 4 additions and 2 deletions
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@ -354,7 +354,8 @@ void RenderPolyPlayerSprites::RenderSprite(PolyRenderThread *thread, DPSprite *p
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invertcolormap = !invertcolormap;
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invertcolormap = !invertcolormap;
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}
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}
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bool fullbright = !foggy && pspr->GetState()->GetFullbright();
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const FState* const psprState = pspr->GetState();
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bool fullbright = !foggy && (psprState == nullptr ? false : psprState->GetFullbright());
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bool fadeToBlack = (vis.RenderStyle.Flags & STYLEF_FadeToBlack) != 0;
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bool fadeToBlack = (vis.RenderStyle.Flags & STYLEF_FadeToBlack) != 0;
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vis.Light.SetColormap(0, spriteshade, basecolormap, fullbright, invertcolormap, fadeToBlack);
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vis.Light.SetColormap(0, spriteshade, basecolormap, fullbright, invertcolormap, fadeToBlack);
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@ -357,7 +357,8 @@ namespace swrenderer
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invertcolormap = !invertcolormap;
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invertcolormap = !invertcolormap;
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}
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}
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bool fullbright = !foggy && pspr->GetState()->GetFullbright();
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const FState* const psprState = pspr->GetState();
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bool fullbright = !foggy && (psprState == nullptr ? false : psprState->GetFullbright());
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bool fadeToBlack = (vis.RenderStyle.Flags & STYLEF_FadeToBlack) != 0;
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bool fadeToBlack = (vis.RenderStyle.Flags & STYLEF_FadeToBlack) != 0;
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vis.Light.SetColormap(0, spriteshade, basecolormap, fullbright, invertcolormap, fadeToBlack);
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vis.Light.SetColormap(0, spriteshade, basecolormap, fullbright, invertcolormap, fadeToBlack);
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