- added a NULL pointer check to fog spawning in unmorphing code.

- fixed: frozen corpses need to be treated as solid by z-movement code.
- fixed previous commit.


SVN r1903 (trunk)
This commit is contained in:
Christoph Oelckers 2009-10-09 20:18:31 +00:00
commit 19ef8399a8
4 changed files with 26 additions and 6 deletions

View file

@ -314,7 +314,10 @@ bool P_UndoPlayerMorph (player_t *activator, player_t *player, int unmorphflag,
}
angle = mo->angle >> ANGLETOFINESHIFT;
Spawn(exit_flash, pmo->x + 20*finecosine[angle], pmo->y + 20*finesine[angle], pmo->z + TELEFOGHEIGHT, ALLOW_REPLACE);
if (exit_flash != NULL)
{
Spawn(exit_flash, pmo->x + 20*finecosine[angle], pmo->y + 20*finesine[angle], pmo->z + TELEFOGHEIGHT, ALLOW_REPLACE);
}
mo->SetupWeaponSlots(); // Use original class's weapon slots.
beastweap = player->ReadyWeapon;
if (player->PremorphWeapon != NULL)