Replace player number check with equivalent null pointer check

git-svn-id: https://svn.eduke32.com/eduke32@7092 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
terminx 2018-10-25 23:30:08 +00:00
parent 7bd8c55e32
commit 76e86ddcea
1 changed files with 2 additions and 2 deletions

View File

@ -828,7 +828,7 @@ static void Proj_HandleKnee(hitdata_t *const hitData, int const spriteNum, int c
A_PlaySound(soundNum, kneeSprite);
}
if (playerNum >= 0 && pPlayer->inv_amount[GET_STEROIDS] > 0 && pPlayer->inv_amount[GET_STEROIDS] < 400)
if (pPlayer != NULL && pPlayer->inv_amount[GET_STEROIDS] > 0 && pPlayer->inv_amount[GET_STEROIDS] < 400)
sprite[kneeSprite].extra += (pPlayer->max_player_health>>2);
if (hitData->sprite >= 0 && sprite[hitData->sprite].picnum != ACCESSSWITCH && sprite[hitData->sprite].picnum != ACCESSSWITCH2)
@ -931,7 +931,7 @@ static int A_ShootCustom(int const spriteNum, int const projecTile, int shootAng
if (!(pProj->workslike & PROJECTILE_NOSETOWNERSHADE) && pSprite->extra >= 0)
pSprite->shade = pProj->shade;
if (playerNum >= 0)
if (pPlayer != NULL)
{
// NOTE: j is a SPRITE_INDEX
otherSprite = GetAutoAimAng(spriteNum, playerNum, projecTile, 8<<8, 0+2, startPos, pProj->vel, &zvel, &shootAng);