From: Markus Koschany Date: Sun, 7 May 2017 18:46:50 +0200 Subject: segfault reactionfire mode bug 861979 Forwarded: http://ufoai.org/forum/index.php/topic,9111.0.html Origin: https://sourceforge.net/p/ufoai/code/ci/9cad041f0931b1f49e0c70f32e351a7227f0d2ff/ --- src/game/inv_shared.cpp | 7 ++----- 1 file changed, 2 insertions(+), 5 deletions(-) diff --git a/src/game/inv_shared.cpp b/src/game/inv_shared.cpp index 708e708..e5a73a5 100644 --- a/src/game/inv_shared.cpp +++ b/src/game/inv_shared.cpp @@ -633,9 +633,6 @@ const fireDef_t* Item::getSlowestFireDef () const */ const objDef_t* Item::getReactionFireWeaponType () const { - if (!this) - return nullptr; - if (def()) { const fireDef_t* fd = getFiredefs(); if (fd && fd->reaction) @@ -999,9 +996,9 @@ Item* Inventory::findInContainer (const containerIndex_t contId, const Item* con */ bool Inventory::holdsReactionFireWeapon () const { - if (getRightHandContainer()->getReactionFireWeaponType()) + if (getRightHandContainer() != nullptr && getRightHandContainer()->getReactionFireWeaponType()) return true; - if (getLeftHandContainer()->getReactionFireWeaponType()) + if (getLeftHandContainer() != nullptr && getLeftHandContainer()->getReactionFireWeaponType()) return true; return false; }