From aed30519d4413e14c26f114e67f29e73d4c35ec5 Mon Sep 17 00:00:00 2001 From: Monster Iestyn Date: Sat, 23 Jun 2018 18:47:32 +0100 Subject: [PATCH] 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 --- src/hardware/hw_main.c | 7 +++++-- 1 file changed, 5 insertions(+), 2 deletions(-) diff --git a/src/hardware/hw_main.c b/src/hardware/hw_main.c index a5fe6b673..5d9c2993b 100644 --- a/src/hardware/hw_main.c +++ b/src/hardware/hw_main.c @@ -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 {