Fix crash in rippling paintings

This commit is contained in:
MysterD 2022-09-18 19:06:52 -07:00
parent 37aa44d2d0
commit 9c00f63ecf

View file

@ -845,6 +845,7 @@ void painting_update_floors(struct Painting *painting) {
struct NetworkPlayer* np = &gNetworkPlayers[m->playerIndex]; struct NetworkPlayer* np = &gNetworkPlayers[m->playerIndex];
// Skip non connected players // Skip non connected players
if (!np->connected) { continue; } if (!np->connected) { continue; }
if (m == NULL || m->marioObj == NULL) { continue; }
bool consider = true; bool consider = true;
bool valid = true; bool valid = true;
@ -870,7 +871,6 @@ void painting_update_floors(struct Painting *painting) {
enterMiddle = 0; enterMiddle = 0;
enterRight = 0; enterRight = 0;
struct Surface* surface; struct Surface* surface;
if (m == NULL || m->marioObj == NULL) { continue; }
find_floor(m->marioObj->oPosX, m->marioObj->oPosY, m->marioObj->oPosZ, &surface); find_floor(m->marioObj->oPosX, m->marioObj->oPosY, m->marioObj->oPosZ, &surface);
s16 floorType = surface->type; s16 floorType = surface->type;