fix crash when a robot's guided missile explodes (d2x-cvs takeover)
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0efe8e5ad7
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117af93ffc
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@ -1536,7 +1536,8 @@ void Laser_do_weapon_sequence(object *obj)
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// For homing missiles, turn towards target. (unless it's the guided missile)
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if (Weapon_info[obj->id].homing_flag && !(obj->id==GUIDEDMISS_ID && obj==Guided_missile[Objects[obj->ctype.laser_info.parent_num].id] && obj->signature==Guided_missile[Objects[obj->ctype.laser_info.parent_num].id]->signature)) {
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if (Weapon_info[obj->id].homing_flag && !(obj->id==GUIDEDMISS_ID && obj->ctype.laser_info.parent_type==OBJ_PLAYER && obj==Guided_missile[Objects[obj->ctype.laser_info.parent_num].id] && obj->signature==Guided_missile[Objects[obj->ctype.laser_info.parent_num].id]->signature))
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{
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vms_vector vector_to_object, temp_vec;
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fix dot=F1_0;
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fix speed, max_speed;
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@ -1416,7 +1416,8 @@ void obj_delete(int objnum)
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Assert(obj->type != OBJ_NONE);
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Assert(obj != ConsoleObject);
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if (obj->type==OBJ_WEAPON && obj->id==GUIDEDMISS_ID) {
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if (obj->type==OBJ_WEAPON && obj->id==GUIDEDMISS_ID && obj->ctype.laser_info.parent_type==OBJ_PLAYER)
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{
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pnum=Objects[obj->ctype.laser_info.parent_num].id;
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mprintf ((0,"Deleting a guided missile! Player %d\n\n",pnum));
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