Make sure never to call GetPSprite when the ReadyWeapon is null
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5 changed files with 28 additions and 26 deletions
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@ -1001,8 +1001,6 @@ void AActor::ClearInventory()
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{
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player->ReadyWeapon = nullptr;
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player->PendingWeapon = WP_NOCHANGE;
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player->GetPSprite(PSP_WEAPON)->SetState(nullptr);
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player->GetPSprite(PSP_FLASH)->SetState(nullptr);
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}
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}
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