[Fix] No longer seg fault when player dies and enemies keep on kicking each others ass.
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				| @ -48,13 +48,13 @@ int joystick_use(int indjoystick) { | ||||
|     /* Might as well close it if it is open already. */ | ||||
|     SDL_JoystickClose(joystick); | ||||
|   /* Start using the joystick. */ | ||||
|   LOG("Using joystick %d", indjoystick); | ||||
|   joystick = SDL_JoystickOpen(indjoystick); | ||||
|   if(joystick == NULL) { | ||||
|     WARN("Error opening joystick %d [%s]", | ||||
|          indjoystick, SDL_JoystickName(indjoystick)); | ||||
|     return -1; | ||||
|   } | ||||
|   LOG("Using joystick %d - %s", indjoystick, SDL_JoystickName(indjoystick)); | ||||
|   DEBUG("\t\tWith %d axes, %d buttons, %d balls, and %d hats", | ||||
|         SDL_JoystickNumAxes(joystick), SDL_JoystickNumButtons(joystick), | ||||
|         SDL_JoystickNumBalls(joystick), SDL_JoystickNumHats(joystick)); | ||||
| @ -81,7 +81,7 @@ int joystick_init(void) { | ||||
|   numjoysticks = SDL_NumJoysticks(); | ||||
|   LOG("%d joystick%s detected", numjoysticks, (numjoysticks==1)?"":"s"); | ||||
|   for(i = 0; i < numjoysticks; i++) | ||||
|     LOG("\t\t%d. %s", i, SDL_JoystickName(i)); | ||||
|     DEBUG("   %d. %s", i, SDL_JoystickName(i)); | ||||
| 
 | ||||
|   /* Enable joystick events. */ | ||||
|   SDL_JoystickEventState(SDL_ENABLE); | ||||
|  | ||||
| @ -597,7 +597,8 @@ static void weapon_hit(Weapon* w, Pilot* p, WeaponLayer layer, Vec2* pos) { | ||||
| 
 | ||||
|   /* Someone should let the ai know it's been attacked. */ | ||||
|   if(!pilot_isPlayer(p)) { | ||||
|     if((player->target == p->id) || (RNGF() > 0.33)) { /* 33% chance. */ | ||||
|     if((player != NULL) && | ||||
|         ((player->target == p->id) || (RNGF() > 0.33))) { /* 33% chance. */ | ||||
|       parent = pilot_get(w->parent); | ||||
|       if((parent->faction == FACTION_PLAYER) && | ||||
|           (!pilot_isFlag(p, PILOT_HOSTILE) || (RNGF() < 0.5))) { /* 50% chance. */ | ||||
| @ -638,7 +639,8 @@ static void weapon_hitBeam(Weapon* w, Pilot* p, WeaponLayer layer, | ||||
| 
 | ||||
|   /* Inform the ai it has been attacked, useless if player. */ | ||||
|   if(!pilot_isPlayer(p)) { | ||||
|     if((player->target == p->id) || (RNGF() < 0.30*dt)) { /* 30% chance per second. */ | ||||
|     if((player != NULL) && | ||||
|           ((player->target == p->id) || (RNGF() < 0.30*dt))) { /* 30% chance per second. */ | ||||
|       parent = pilot_get(w->parent); | ||||
|       if((parent->faction == FACTION_PLAYER) && | ||||
|           (!pilot_isFlag(p, PILOT_HOSTILE) || (RNGF() < 0.5))) { /* 50% chance. */ | ||||
|  | ||||
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