- added some NULL pointer checks to the kill CCMD and APlayerPawn::PostBeginPlay.

SVN r2697 (trunk)
This commit is contained in:
Christoph Oelckers 2010-09-05 20:51:13 +00:00
parent 3dbf807345
commit e9211aaad3
2 changed files with 7 additions and 3 deletions

View file

@ -2368,7 +2368,7 @@ void Net_DoCommand (int type, BYTE **stream, int player)
int killcount = 0;
const PClass *cls = PClass::FindClass(classname);
if (classname != NULL)
if (cls != NULL && cls->ActorInfo != NULL)
{
killcount = KillAll(cls);
const PClass *cls_rep = cls->GetReplacement();
@ -2376,9 +2376,13 @@ void Net_DoCommand (int type, BYTE **stream, int player)
{
killcount += KillAll(cls_rep);
}
Printf ("Killed %d monsters of type %s.\n",killcount, classname);
}
else
{
Printf ("%s is not an actor class.\n", classname);
}
Printf ("Killed %d monsters of type %s.\n",killcount, classname);
}
break;

View file

@ -505,7 +505,7 @@ void APlayerPawn::PostBeginPlay()
SetupWeaponSlots();
// Voodoo dolls: restore original floorz/ceilingz logic
if (player->mo != this)
if (player == NULL || player->mo != this)
{
dropoffz = floorz = Sector->floorplane.ZatPoint(x, y);
ceilingz = Sector->ceilingplane.ZatPoint(x, y);