From 24c73071f438cb6d536b27bfdfc79fe2de4c268f Mon Sep 17 00:00:00 2001 From: Leonard2 <hobbax3@gmail.com> Date: Fri, 17 Jun 2016 09:35:10 +0200 Subject: [PATCH] Fixed a crash with A_JumpIfNoAmmo Non-weapon layers can pass the caller check even when there is no ReadyWeapon --- src/thingdef/thingdef_codeptr.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/src/thingdef/thingdef_codeptr.cpp b/src/thingdef/thingdef_codeptr.cpp index 7a0dd207e..610b6b17e 100644 --- a/src/thingdef/thingdef_codeptr.cpp +++ b/src/thingdef/thingdef_codeptr.cpp @@ -1740,7 +1740,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfNoAmmo) PARAM_ACTION_PROLOGUE; PARAM_STATE(jump); - if (!ACTION_CALL_FROM_PSPRITE()) + if (!ACTION_CALL_FROM_PSPRITE() || self->player->ReadyWeapon == nullptr) { ACTION_RETURN_STATE(NULL); }