Better make sure that something exists before using it

This commit is contained in:
def 2014-05-19 01:57:52 +02:00
parent a8ad349ed8
commit 4c87cedd4d
7 changed files with 21 additions and 9 deletions

View file

@ -1676,7 +1676,7 @@ void CCharacter::HandleTiles(int Index)
{
for (int i = 0; i < MAX_CLIENTS; i++)
{
if(Teams()->m_Core.Team(i) == Team && i != m_Core.m_Id)
if(Teams()->m_Core.Team(i) == Team && i != m_Core.m_Id && GameServer()->m_apPlayers[i])
{
CCharacter* pChar = GameServer()->m_apPlayers[i]->GetCharacter();
@ -2029,7 +2029,7 @@ void CCharacter::DDRaceInit()
{
for (int i = 0; i < MAX_CLIENTS; i++)
{
if(Teams()->m_Core.Team(i) == Team && i != m_Core.m_Id)
if(Teams()->m_Core.Team(i) == Team && i != m_Core.m_Id && GameServer()->m_apPlayers[i])
{
CCharacter* pChar = GameServer()->m_apPlayers[i]->GetCharacter();

View file

@ -117,8 +117,6 @@ void CProjectile::Tick()
int Collide = GameServer()->Collision()->IntersectLine(PrevPos, CurPos, &ColPos, &NewPos, false);
CCharacter *pOwnerChar = 0;
if(m_Owner >= 0)
pOwnerChar = GameServer()->GetPlayerChar(m_Owner);

View file

@ -166,7 +166,7 @@ void CGameContext::CreateExplosion(vec2 Pos, int Owner, int Weapon, bool NoDamag
ForceDir = normalize(Diff);
l = 1-clamp((l-InnerRadius)/(Radius-InnerRadius), 0.0f, 1.0f);
float Strength;
if (Owner == -1 || !m_apPlayers[Owner]->m_TuneZone)
if (Owner == -1 || !m_apPlayers[Owner] || !!m_apPlayers[Owner]->m_TuneZone)
Strength = Tuning()->m_ExplosionStrength;
else
Strength = TuningList()[m_apPlayers[Owner]->m_TuneZone].m_ExplosionStrength;
@ -260,6 +260,10 @@ void CGameContext::CallVote(int ClientID, const char *aDesc, const char *aCmd, c
int64 Now = Server()->Tick();
CPlayer *pPlayer = m_apPlayers[ClientID];
if(!pPlayer)
return;
SendChat(-1, CGameContext::CHAT_ALL, aChatmsg);
StartVote(aDesc, aCmd, pReason);
pPlayer->m_Vote = 1;
@ -2720,7 +2724,8 @@ void CGameContext::WhisperID(int ClientID, int VictimID, char *pMessage)
if (!CheckClientID2(VictimID))
return;
m_apPlayers[ClientID]->m_LastWhisperTo = VictimID;
if (m_apPlayers[ClientID])
m_apPlayers[ClientID]->m_LastWhisperTo = VictimID;
char aBuf[256];

View file

@ -169,7 +169,7 @@ void CGameWorld::UpdatePlayerMaps()
for (int j = 0; j < MAX_CLIENTS; j++)
{
dist[j].second = j;
if (!Server()->ClientIngame(j))
if (!Server()->ClientIngame(j) || !GameServer()->m_apPlayers[j])
{
dist[j].first = 1e10;
continue;

View file

@ -558,6 +558,9 @@ void CPlayer::AfkVoteTimer(CNetObj_PlayerInput *NewTarget)
void CPlayer::ProcessPause()
{
if(!m_pCharacter)
return;
char aBuf[128];
if(m_Paused >= PAUSED_PAUSED)
{

View file

@ -224,7 +224,8 @@ void CSqlScore::LoadScoreThread(void *pUser)
float time = (float)pData->m_pSqlData->m_pResults->getDouble("Time");
pData->m_pSqlData->PlayerData(pData->m_ClientID)->m_BestTime = time;
pData->m_pSqlData->PlayerData(pData->m_ClientID)->m_CurrentTime = time;
pData->m_pSqlData->m_pGameServer->m_apPlayers[pData->m_ClientID]->m_Score = -time;
if(pData->m_pSqlData->m_pGameServer->m_apPlayers[pData->m_ClientID])
pData->m_pSqlData->m_pGameServer->m_apPlayers[pData->m_ClientID]->m_Score = -time;
char aColumn[8];
if(g_Config.m_SvCheckpointSave)
@ -428,6 +429,10 @@ void CSqlScore::MapVoteThread(void *pUser)
pData->m_pSqlData->m_pResults = pData->m_pSqlData->m_pStatement->executeQuery(aBuf);
CPlayer *pPlayer = pData->m_pSqlData->m_pGameServer->m_apPlayers[pData->m_ClientID];
if(!pPlayer)
goto end;
int64 Now = pData->m_pSqlData->Server()->Tick();
int Timeleft = pPlayer->m_LastVoteCall + pData->m_pSqlData->Server()->TickSpeed()*g_Config.m_SvVoteDelay - Now;
@ -465,6 +470,7 @@ void CSqlScore::MapVoteThread(void *pUser)
pData->m_pSqlData->GameServer()->CallVote(pData->m_ClientID, aMap, aCmd, "/map", aChatmsg);
}
end:
delete pData->m_pSqlData->m_pResults;
}
catch (sql::SQLException &e)

View file

@ -581,7 +581,7 @@ void CGameTeams::OnCharacterDeath(int ClientID, int Weapon)
if (GetTeamState(Team) != TEAMSTATE_OPEN)
for (int i = 0; i < MAX_CLIENTS; i++)
if(m_Core.Team(i) == Team && i != ClientID)
if(m_Core.Team(i) == Team && i != ClientID && GameServer()->m_apPlayers[i])
GameServer()->m_apPlayers[i]->KillCharacter(-2);
ChangeTeamState(Team, CGameTeams::TEAMSTATE_OPEN);