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Replace player number check with equivalent null pointer check
git-svn-id: https://svn.eduke32.com/eduke32@7092 1a8010ca-5511-0410-912e-c29ae57300e0
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1 changed files with 2 additions and 2 deletions
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@ -828,7 +828,7 @@ static void Proj_HandleKnee(hitdata_t *const hitData, int const spriteNum, int c
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A_PlaySound(soundNum, kneeSprite);
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}
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if (playerNum >= 0 && pPlayer->inv_amount[GET_STEROIDS] > 0 && pPlayer->inv_amount[GET_STEROIDS] < 400)
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if (pPlayer != NULL && pPlayer->inv_amount[GET_STEROIDS] > 0 && pPlayer->inv_amount[GET_STEROIDS] < 400)
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sprite[kneeSprite].extra += (pPlayer->max_player_health>>2);
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if (hitData->sprite >= 0 && sprite[hitData->sprite].picnum != ACCESSSWITCH && sprite[hitData->sprite].picnum != ACCESSSWITCH2)
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@ -931,7 +931,7 @@ static int A_ShootCustom(int const spriteNum, int const projecTile, int shootAng
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if (!(pProj->workslike & PROJECTILE_NOSETOWNERSHADE) && pSprite->extra >= 0)
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pSprite->shade = pProj->shade;
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if (playerNum >= 0)
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if (pPlayer != NULL)
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{
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// NOTE: j is a SPRITE_INDEX
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otherSprite = GetAutoAimAng(spriteNum, playerNum, projecTile, 8<<8, 0+2, startPos, pProj->vel, &zvel, &shootAng);
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