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https://github.com/ZDoom/qzdoom-gpl.git
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Make sure never to call GetPSprite when the ReadyWeapon is null
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parent
9ee5e57340
commit
8244d2c844
5 changed files with 28 additions and 26 deletions
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@ -271,9 +271,10 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_GauntletAttack)
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{
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if (!weapon->DepleteAmmo (weapon->bAltFire))
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return 0;
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player->GetPSprite(PSP_WEAPON)->x = ((pr_gatk() & 3) - 2);
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player->GetPSprite(PSP_WEAPON)->y = WEAPONTOP + (pr_gatk() & 3);
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}
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player->GetPSprite(PSP_WEAPON)->x = ((pr_gatk()&3)-2);
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player->GetPSprite(PSP_WEAPON)->y = WEAPONTOP + (pr_gatk()&3);
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Angle = self->Angles.Yaw;
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if (power)
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{
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@ -440,9 +441,10 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireMacePL1)
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{
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if (!weapon->DepleteAmmo(weapon->bAltFire))
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return 0;
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player->GetPSprite(PSP_WEAPON)->x = ((pr_maceatk() & 3) - 2);
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player->GetPSprite(PSP_WEAPON)->y = WEAPONTOP + (pr_maceatk() & 3);
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}
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player->GetPSprite(PSP_WEAPON)->x = ((pr_maceatk() & 3) - 2);
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player->GetPSprite(PSP_WEAPON)->y = WEAPONTOP + (pr_maceatk() & 3);
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ball = P_SpawnPlayerMissile(self, PClass::FindActor("MaceFX1"), self->Angles.Yaw + (((pr_maceatk() & 7) - 4) * (360. / 256)));
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if (ball)
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{
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@ -1158,11 +1160,11 @@ IMPLEMENT_CLASS (APhoenixRodPowered)
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void APhoenixRodPowered::EndPowerup ()
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{
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Owner->player->GetPSprite(PSP_WEAPON)->SetState(SisterWeapon->GetReadyState());
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DepleteAmmo (bAltFire);
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Owner->player->refire = 0;
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S_StopSound (Owner, CHAN_WEAPON);
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Owner->player->ReadyWeapon = SisterWeapon;
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Owner->player->GetPSprite(PSP_WEAPON)->SetState(SisterWeapon->GetReadyState());
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}
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class APhoenixFX1 : public AActor
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@ -934,8 +934,6 @@ void cht_Take (player_t *player, const char *name, int amount)
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player->ReadyWeapon = nullptr;
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player->PendingWeapon = WP_NOCHANGE;
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player->GetPSprite(PSP_WEAPON)->SetState(nullptr);
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player->GetPSprite(PSP_FLASH)->SetState(nullptr);
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}
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}
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@ -1001,8 +1001,6 @@ void AActor::ClearInventory()
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{
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player->ReadyWeapon = nullptr;
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player->PendingWeapon = WP_NOCHANGE;
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player->GetPSprite(PSP_WEAPON)->SetState(nullptr);
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player->GetPSprite(PSP_FLASH)->SetState(nullptr);
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}
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}
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@ -1031,6 +1031,11 @@ DEFINE_ACTION_FUNCTION(AInventory, A_Lower)
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{
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return 0;
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}
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if (nullptr == player->ReadyWeapon)
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{
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P_BringUpWeapon(player);
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return 0;
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}
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psp = player->GetPSprite(PSP_WEAPON);
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if (player->morphTics || player->cheats & CF_INSTANTWEAPSWITCH)
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{
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@ -1084,6 +1089,10 @@ DEFINE_ACTION_FUNCTION(AInventory, A_Raise)
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P_DropWeapon(player);
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return 0;
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}
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if (player->ReadyWeapon == nullptr)
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{
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return 0;
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}
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psp = player->GetPSprite(PSP_WEAPON);
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psp->y -= RAISESPEED;
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if (psp->y > WEAPONTOP)
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@ -1091,14 +1100,7 @@ DEFINE_ACTION_FUNCTION(AInventory, A_Raise)
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return 0;
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}
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psp->y = WEAPONTOP;
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if (player->ReadyWeapon != nullptr)
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{
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psp->SetState(player->ReadyWeapon->GetReadyState());
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}
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else
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{
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psp->SetState(nullptr);
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}
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psp->SetState(player->ReadyWeapon->GetReadyState());
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return 0;
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}
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@ -1376,14 +1376,16 @@ void APlayerPawn::MorphPlayerThink ()
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void APlayerPawn::ActivateMorphWeapon ()
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{
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PClassActor *morphweapon = PClass::FindActor (MorphWeapon);
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DPSprite *pspr = player->GetPSprite(PSP_WEAPON);
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player->PendingWeapon = WP_NOCHANGE;
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pspr->y = WEAPONTOP;
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if (player->ReadyWeapon != nullptr)
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{
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player->GetPSprite(PSP_WEAPON)->y = WEAPONTOP;
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}
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if (morphweapon == nullptr || !morphweapon->IsDescendantOf (RUNTIME_CLASS(AWeapon)))
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{ // No weapon at all while morphed!
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player->ReadyWeapon = nullptr;
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pspr->SetState(nullptr);
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}
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else
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{
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@ -1398,14 +1400,14 @@ void APlayerPawn::ActivateMorphWeapon ()
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}
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if (player->ReadyWeapon != nullptr)
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{
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pspr->SetState(player->ReadyWeapon->GetReadyState());
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}
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else
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{
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pspr->SetState(nullptr);
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player->GetPSprite(PSP_WEAPON)->SetState(player->ReadyWeapon->GetReadyState());
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}
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}
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player->GetPSprite(PSP_FLASH)->SetState(nullptr);
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if (player->ReadyWeapon != nullptr)
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{
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player->GetPSprite(PSP_FLASH)->SetState(nullptr);
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}
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player->PendingWeapon = WP_NOCHANGE;
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}
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