[Fix] Segfault when player dies.

This commit is contained in:
Allanis 2013-07-06 15:29:01 +01:00
parent 7a66419f7c
commit bbc46d0eef

View File

@ -13,7 +13,7 @@
#include "spfx.h" #include "spfx.h"
#include "weapon.h" #include "weapon.h"
#define weapon_isSmart(w) (w->think) #define weapon_isSmart(w) (w->think != NULL)
#define VOICE_PRIORITY_BOLT 10 /* Default. */ #define VOICE_PRIORITY_BOLT 10 /* Default. */
#define VOICE_PRIORITY_AMMO 8 /* Higher. */ #define VOICE_PRIORITY_AMMO 8 /* Higher. */
@ -263,6 +263,8 @@ static void weapon_update(Weapon* w, const double dt, WeaponLayer layer) {
gl_getSpriteFromDir(&wsx, &wsy, gfx, w->solid->dir); gl_getSpriteFromDir(&wsx, &wsy, gfx, w->solid->dir);
for(i = 0; i < pilot_nstack; i++) { for(i = 0; i < pilot_nstack; i++) {
/* Check for player to exist. */
if((i == 0) && (player == NULL)) continue;
psx = pilot_stack[i]->tsx; psx = pilot_stack[i]->tsx;
psy = pilot_stack[i]->tsy; psy = pilot_stack[i]->tsy;