diff --git a/CHANGELOG.txt b/CHANGELOG.txt index 32ad91fa9..83761f06b 100644 --- a/CHANGELOG.txt +++ b/CHANGELOG.txt @@ -4,6 +4,7 @@ D1X-Rebirth Changelog -------- editor/segment.c, main/fvi.c, main/gameseg.c, main/physics.c, main/segment.h: Since current approach to improve wall collisions prevented the player to enter segments which basically are too small for the player ship, added simple bumping function via object_intersects_wall(); Also when validating segments check for segment degeneration outside the editor build, too and set flag in segment structure for all different purposes but right now helps us to disable bumping when encountering degenerated segments and not break such levels main/endlevel.c: Make sure the big explosion at the end of the escape sequence also uses blending if transparency effects are activated +main/multi.c: Fix crash in multi_maybe_disable_friendly_fire() when killer == NULL 20110424 -------- diff --git a/main/multi.c b/main/multi.c index 89dd45447..45869e277 100644 --- a/main/multi.c +++ b/main/multi.c @@ -3340,6 +3340,8 @@ int multi_maybe_disable_friendly_fire(object *killer) return 0; if (!Netgame.NoFriendlyFire) // friendly fire is activated -> harm me! return 0; + if (killer == NULL) // no actual killer -> harm me! + return 0; if (killer->type != OBJ_PLAYER) // not a player -> harm me! return 0; if (Game_mode & GM_MULTI_COOP) // coop mode -> don't harm me!