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Original file line number Diff line number Diff line change
Expand Up @@ -110,7 +110,7 @@ SpecialPowerModule::SpecialPowerModule( Thing *thing, const ModuleData *moduleDa
{
//A sharedNSync special only startPowerRecharges when first scienced or when executed,
//Since a new modue with same SPTemplates may construct at any time.
if ( getSpecialPowerTemplate()->isSharedNSync() == FALSE )
if ( getSpecialPowerTemplate() != nullptr && getSpecialPowerTemplate()->isSharedNSync() == FALSE )
startPowerRecharge();
}
// WE USED TO DO THE POLL-EVERYBODY-AND-VOTE-ON-WHO-TO-SYNC-TO THING HERE,
Expand All @@ -128,6 +128,7 @@ SpecialPowerModule::SpecialPowerModule( Thing *thing, const ModuleData *moduleDa
// lets make sure TheIngameUI knows about our public timer
// add this weapon to the UI if it has a public timer for all to see
if( m_pausedCount == 0 &&
getSpecialPowerTemplate() != nullptr &&
getSpecialPowerTemplate()->isSharedNSync() == TRUE &&
getSpecialPowerTemplate()->hasPublicTimer() == TRUE &&
getObject()->getControllingPlayer() &&
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -113,7 +113,7 @@ SpecialPowerModule::SpecialPowerModule( Thing *thing, const ModuleData *moduleDa
{
//A sharedNSync special only startPowerRecharges when first scienced or when executed,
//Since a new module with same SPTemplates may construct at any time.
if ( getSpecialPowerTemplate()->isSharedNSync() == FALSE )
if ( getSpecialPowerTemplate() != nullptr && getSpecialPowerTemplate()->isSharedNSync() == FALSE )
startPowerRecharge();
}
// WE USED TO DO THE POLL-EVERYBODY-AND-VOTE-ON-WHO-TO-SYNC-TO THING HERE,
Expand All @@ -131,6 +131,7 @@ SpecialPowerModule::SpecialPowerModule( Thing *thing, const ModuleData *moduleDa
// lets make sure TheIngameUI knows about our public timer
// add this weapon to the UI if it has a public timer for all to see
if( m_pausedCount == 0 &&
getSpecialPowerTemplate() != nullptr &&
getSpecialPowerTemplate()->isSharedNSync() == TRUE &&
getSpecialPowerTemplate()->hasPublicTimer() == TRUE &&
getObject()->getControllingPlayer() &&
Expand Down
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