diff --git a/src/d_clisrv.c b/src/d_clisrv.c index 1e01c8779..b229d5593 100644 --- a/src/d_clisrv.c +++ b/src/d_clisrv.c @@ -2564,6 +2564,7 @@ void CL_ClearPlayer(INT32 playernum) // TODO: Any better handling in store? P_SetTarget(&players[playernum].flickyAttacker, NULL); P_SetTarget(&players[playernum].powerup.flickyController, NULL); + P_SetTarget(&players[playernum].powerup.barrier, NULL); // These are camera items and possibly belong to multiple players. P_SetTarget(&players[playernum].skybox.viewpoint, NULL); diff --git a/src/g_game.c b/src/g_game.c index c66923d2a..ad44f3881 100644 --- a/src/g_game.c +++ b/src/g_game.c @@ -2256,6 +2256,7 @@ void G_PlayerReborn(INT32 player, boolean betweenmaps) P_SetTarget(&players[player].awayview.mobj, NULL); P_SetTarget(&players[player].flickyAttacker, NULL); P_SetTarget(&players[player].powerup.flickyController, NULL); + P_SetTarget(&players[player].powerup.barrier, NULL); // The following pointers are safe to set directly, because the end goal should be refcount consistency before and after remanifestation. ringShooter = players[player].ringShooter;