Fix HWR_ProjectSprite to check properly whether the displayed player's mobj or its subsector exists, to avoid a crash when checking for fake planes. (also use viewplayer since its available to use, silly hardware code)

Also tweaked a weird splitscreen check in HWR_DrawSpriteShadow; still investigating whether stplyr is ever not player 2 when it's player 2's view, but this looks better for now
This commit is contained in:
Monster Iestyn 2018-06-23 18:47:32 +01:00
parent 650e0eafce
commit aed30519d4
1 changed files with 5 additions and 2 deletions

View File

@ -3941,7 +3941,7 @@ static void HWR_DrawSpriteShadow(gr_vissprite_t *spr, GLPatch_t *gpatch, float t
angle_t shadowdir;
// Set direction
if (splitscreen && stplyr != &players[displayplayer])
if (splitscreen && stplyr == &players[secondarydisplayplayer])
shadowdir = localangle2 + FixedAngle(cv_cam2_rotate.value);
else
shadowdir = localangle + FixedAngle(cv_cam_rotate.value);
@ -5302,7 +5302,10 @@ static void HWR_ProjectSprite(mobj_t *thing)
}
heightsec = thing->subsector->sector->heightsec;
phs = players[displayplayer].mo->subsector->sector->heightsec;
if (viewplayer->mo && viewplayer->mo->subsector)
phs = viewplayer->mo->subsector->sector->heightsec;
else
phs = -1;
if (heightsec != -1 && phs != -1) // only clip things which are in special sectors
{