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- Fixed: FListMenuItemPlayerDisplay could crash at various points if a class does not have a See state.
SVN r3764 (trunk)
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parent
a26cd841ae
commit
fcd4854714
1 changed files with 23 additions and 12 deletions
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@ -385,7 +385,11 @@ void FListMenuItemPlayerDisplay::UpdateRandomClass()
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if (++mRandomClass >= (int)PlayerClasses.Size ()) mRandomClass = 0;
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mPlayerClass = &PlayerClasses[mRandomClass];
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mPlayerState = GetDefaultByType (mPlayerClass->Type)->SeeState;
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mPlayerTics = mPlayerState->GetTics();
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if (mPlayerState == NULL)
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{ // No see state, so try spawn state.
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mPlayerState = GetDefaultByType (mPlayerClass->Type)->SpawnState;
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}
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mPlayerTics = mPlayerState != NULL ? mPlayerState->GetTics() : -1;
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mRandomTimer = 6;
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// Since the newly displayed class may used a different translation
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@ -436,7 +440,11 @@ void FListMenuItemPlayerDisplay::SetPlayerClass(int classnum, bool force)
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{
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mPlayerClass = &PlayerClasses[classnum];
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mPlayerState = GetDefaultByType (mPlayerClass->Type)->SeeState;
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mPlayerTics = mPlayerState->GetTics();
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if (mPlayerState == NULL)
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{ // No see state, so try spawn state.
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mPlayerState = GetDefaultByType (mPlayerClass->Type)->SpawnState;
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}
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mPlayerTics = mPlayerState != NULL ? mPlayerState->GetTics() : -1;
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mClassNum = classnum;
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}
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}
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@ -558,6 +566,8 @@ void FListMenuItemPlayerDisplay::Drawer(bool selected)
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spriteframe_t *sprframe;
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fixed_t scaleX, scaleY;
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if (mPlayerState != NULL)
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{
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if (mSkin == 0)
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{
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sprframe = &SpriteFrames[sprites[mPlayerState->sprite].spriteframes + mPlayerState->GetFrame()];
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@ -570,6 +580,7 @@ void FListMenuItemPlayerDisplay::Drawer(bool selected)
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scaleX = skins[mSkin].ScaleX;
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scaleY = skins[mSkin].ScaleY;
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}
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}
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if (sprframe != NULL)
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{
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