From 520b6af947a174dff5caaa515e12670148e6ae6f Mon Sep 17 00:00:00 2001 From: inkoalawetrust <56005600+inkoalawetrust@users.noreply.github.com> Date: Thu, 31 Aug 2023 19:38:14 +0300 Subject: [PATCH] Added some null pointer checks to prevent crashes. --- src/playsim/p_interaction.cpp | 3 +++ src/playsim/p_maputl.cpp | 2 +- 2 files changed, 4 insertions(+), 1 deletion(-) diff --git a/src/playsim/p_interaction.cpp b/src/playsim/p_interaction.cpp index 4baac07a4..88a06e435 100644 --- a/src/playsim/p_interaction.cpp +++ b/src/playsim/p_interaction.cpp @@ -1614,6 +1614,9 @@ DEFINE_ACTION_FUNCTION(AActor, PoisonMobj) bool AActor::OkayToSwitchTarget(AActor *other) { + if (other == nullptr) + return false; + if (other == this) return false; // [RH] Don't hate self (can happen when shooting barrels) diff --git a/src/playsim/p_maputl.cpp b/src/playsim/p_maputl.cpp index 16c7d183c..8c172c479 100644 --- a/src/playsim/p_maputl.cpp +++ b/src/playsim/p_maputl.cpp @@ -1686,7 +1686,7 @@ FPathTraverse::~FPathTraverse() // int P_CheckFov(AActor* t1, AActor* t2, double fov) { - return absangle(t1->AngleTo(t2), t1->Angles.Yaw) <= DAngle::fromDeg(fov); + return absangle(t1->AngleTo(PARAM_NULLCHECK(t2,t2)), t1->Angles.Yaw) <= DAngle::fromDeg(fov); } DEFINE_ACTION_FUNCTION_NATIVE(AActor, CheckFov, P_CheckFov)