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https://github.com/ZDoom/qzdoom.git
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- fixed: SpawnShootDecal tried to get the current level from a value that could point to actor defaults which do not have a level.
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4f7ad5b130
commit
7d93983669
1 changed files with 13 additions and 13 deletions
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@ -98,7 +98,7 @@ CVAR(Int, sv_smartaim, 0, CVAR_ARCHIVE | CVAR_SERVERINFO)
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CVAR(Bool, cl_doautoaim, false, CVAR_ARCHIVE)
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static void CheckForPushSpecial(line_t *line, int side, AActor *mobj, DVector2 * posforwindowcheck = NULL);
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static void SpawnShootDecal(AActor *t1, const FTraceResults &trace);
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static void SpawnShootDecal(AActor *t1, AActor *defaults, const FTraceResults &trace);
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static void SpawnDeepSplash(AActor *t1, const FTraceResults &trace, AActor *puff);
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static FRandom pr_tracebleed("TraceBleed");
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@ -4568,20 +4568,20 @@ AActor *P_LineAttack(AActor *t1, DAngle angle, double distance,
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{
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// [ZK] If puff has FORCEDECAL set, do not use the weapon's decal
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if (puffDefaults->flags7 & MF7_FORCEDECAL && puff != NULL && puff->DecalGenerator)
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SpawnShootDecal(puff, trace);
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SpawnShootDecal(puff, puff, trace);
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else
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SpawnShootDecal(t1, trace);
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SpawnShootDecal(t1, t1, trace);
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}
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// Else, look if the bulletpuff has a decal defined.
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else if (puff != NULL && puff->DecalGenerator)
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{
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SpawnShootDecal(puff, trace);
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SpawnShootDecal(puff, puff, trace);
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}
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else
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{
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SpawnShootDecal(t1, trace);
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SpawnShootDecal(t1, t1, trace);
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}
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}
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else if (puff != NULL &&
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@ -5268,9 +5268,9 @@ void P_RailAttack(FRailParams *p)
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puff->Destroy();
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}
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if (puffDefaults != nullptr && puffDefaults->flags7 & MF7_FORCEDECAL && puffDefaults->DecalGenerator)
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SpawnShootDecal(puffDefaults, trace);
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SpawnShootDecal(source, puffDefaults, trace);
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else
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SpawnShootDecal(source, trace);
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SpawnShootDecal(source, source, trace);
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}
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if (trace.HitType == TRACE_HitFloor || trace.HitType == TRACE_HitCeiling)
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@ -6746,19 +6746,19 @@ bool P_ChangeSector(sector_t *sector, int crunch, double amt, int floorOrCeil, b
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//
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//==========================================================================
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void SpawnShootDecal(AActor *t1, const FTraceResults &trace)
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void SpawnShootDecal(AActor *t1, AActor *defaults, const FTraceResults &trace)
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{
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FDecalBase *decalbase = NULL;
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FDecalBase *decalbase = nullptr;
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if (t1->player != NULL && t1->player->ReadyWeapon != NULL)
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if (defaults->player != nullptr && defaults->player->ReadyWeapon != nullptr)
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{
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decalbase = t1->player->ReadyWeapon->DecalGenerator;
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decalbase = defaults->player->ReadyWeapon->DecalGenerator;
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}
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else
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{
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decalbase = t1->DecalGenerator;
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decalbase = defaults->DecalGenerator;
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}
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if (decalbase != NULL)
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if (decalbase != nullptr)
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{
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DImpactDecal::StaticCreate(t1->Level, decalbase->GetDecal(),
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trace.HitPos, trace.Line->sidedef[trace.Side], trace.ffloor);
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