Forgot to hardcode the mobj.valid checks

This commit is contained in:
MascaraSnake 2019-06-12 21:28:09 +02:00
parent ff6c8063af
commit 1b491f2496

View file

@ -2353,7 +2353,7 @@ void A_VultureHover(mobj_t *actor)
return; return;
#endif #endif
if (!actor->target) if (!actor->target || P_MobjWasRemoved(actor->target))
{ {
P_SetMobjState(actor, actor->info->spawnstate); P_SetMobjState(actor, actor->info->spawnstate);
return; return;
@ -12897,7 +12897,7 @@ void A_DustDevilThink(mobj_t *actor)
#endif #endif
//Chained thinker for the spiralling dust column. //Chained thinker for the spiralling dust column.
while (layer) { while (layer && !P_MobjWasRemoved(layer)) {
angle_t fa = layer->angle >> ANGLETOFINESHIFT; angle_t fa = layer->angle >> ANGLETOFINESHIFT;
P_TeleportMove(layer, layer->x + 5 * FixedMul(scale, FINECOSINE(fa)), layer->y + 5 * FixedMul(scale, FINESINE(fa)), layer->z); P_TeleportMove(layer, layer->x + 5 * FixedMul(scale, FINECOSINE(fa)), layer->y + 5 * FixedMul(scale, FINESINE(fa)), layer->z);
layer->scale = scale; layer->scale = scale;