From 8e23d66540b827ea62fb40ecd5371373202a77eb Mon Sep 17 00:00:00 2001 From: James R Date: Thu, 16 Nov 2023 17:54:14 -0800 Subject: [PATCH] CL_ClearPlayer, G_PlayerReborn: clear powerup.barrier --- src/d_clisrv.c | 1 + src/g_game.c | 1 + 2 files changed, 2 insertions(+) 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;