[Fix] Segfault when player dies.
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7a66419f7c
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@ -13,7 +13,7 @@
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#include "spfx.h"
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#include "spfx.h"
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#include "weapon.h"
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#include "weapon.h"
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#define weapon_isSmart(w) (w->think)
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#define weapon_isSmart(w) (w->think != NULL)
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#define VOICE_PRIORITY_BOLT 10 /* Default. */
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#define VOICE_PRIORITY_BOLT 10 /* Default. */
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#define VOICE_PRIORITY_AMMO 8 /* Higher. */
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#define VOICE_PRIORITY_AMMO 8 /* Higher. */
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@ -263,6 +263,8 @@ static void weapon_update(Weapon* w, const double dt, WeaponLayer layer) {
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gl_getSpriteFromDir(&wsx, &wsy, gfx, w->solid->dir);
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gl_getSpriteFromDir(&wsx, &wsy, gfx, w->solid->dir);
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for(i = 0; i < pilot_nstack; i++) {
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for(i = 0; i < pilot_nstack; i++) {
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/* Check for player to exist. */
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if((i == 0) && (player == NULL)) continue;
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psx = pilot_stack[i]->tsx;
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psx = pilot_stack[i]->tsx;
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psy = pilot_stack[i]->tsy;
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psy = pilot_stack[i]->tsy;
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