Add some null pointer checks
This commit is contained in:
parent
59be663e5d
commit
297ada39e2
|
@ -687,6 +687,10 @@ void CGameStudioModelRenderer::SetupClientAnimation(entity_state_t *pplayer)
|
|||
|
||||
void *pmodel = (studiohdr_t *)IEngineStudio.Mod_Extradata(ent->model);
|
||||
|
||||
if( !pmodel )
|
||||
return;
|
||||
|
||||
|
||||
GetSequenceInfo(pmodel, st, &fr, &gs);
|
||||
st->m_fSequenceLoops = ((GetSequenceFlags(pmodel, st) & STUDIO_LOOPING) != 0);
|
||||
StudioFrameAdvance(st, fr, dt);
|
||||
|
@ -863,6 +867,10 @@ int CGameStudioModelRenderer::_StudioDrawPlayer(int flags, entity_state_t *pplay
|
|||
}
|
||||
|
||||
m_pStudioHeader = (studiohdr_t *)IEngineStudio.Mod_Extradata(m_pRenderModel);
|
||||
|
||||
if( !m_pStudioHeader )
|
||||
return 0;
|
||||
|
||||
IEngineStudio.StudioSetHeader(m_pStudioHeader);
|
||||
IEngineStudio.SetRenderModel(m_pRenderModel);
|
||||
|
||||
|
@ -981,6 +989,9 @@ int CGameStudioModelRenderer::_StudioDrawPlayer(int flags, entity_state_t *pplay
|
|||
model_t *pweaponmodel = IEngineStudio.GetModelByIndex(pplayer->weaponmodel);
|
||||
|
||||
m_pStudioHeader = (studiohdr_t *)IEngineStudio.Mod_Extradata(pweaponmodel);
|
||||
if( !m_pStudioHeader )
|
||||
return 0;
|
||||
|
||||
IEngineStudio.StudioSetHeader(m_pStudioHeader);
|
||||
|
||||
StudioMergeBones(pweaponmodel);
|
||||
|
|
Loading…
Reference in New Issue