Fixes LaSat strikes again.
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@6692 4a71c877-e1ca-e34f-864e-861f7616d084master
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5601741b95
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7aec5dd86a
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@ -378,7 +378,7 @@ BOOL proj_SendProjectile(WEAPON *psWeap, BASE_OBJECT *psAttacker, int player, Ve
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When we have been created by penetration (spawned from another projectile),
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we shall live no longer than the original projectile may have lived
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*/
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if (psAttacker->type == OBJ_PROJECTILE)
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if (psAttacker && psAttacker->type == OBJ_PROJECTILE)
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{
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PROJECTILE * psOldProjectile = (PROJECTILE*)psAttacker;
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psProj->born = psOldProjectile->born;
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@ -1333,7 +1333,8 @@ static void proj_ImpactFunc( PROJECTILE *psObj )
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//Watermelon:uses a slightly different check for angle,
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// since fragment of a project is from the explosion spot not from the projectile start position
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impactSide = getHitSide(psObj, (BASE_OBJECT *)psCurrD);
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// FIXME: This screws us! A droid *can* die in the function below!
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// which means we can't send that info to other players since turnOffMultiMsg() is off!
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relativeDamage = droidDamage(psCurrD, damage, psStats->weaponClass, psStats->weaponSubClass, impactSide);
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turnOffMultiMsg(false); // multiplay msgs back on.
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