In CCmpVisualActor, m_Unit is not initialized when running without graphics, so we must check that pointer everytime. Also make one call consistent with the rest of the file.

Fixes #4238, refs #3952

This was SVN commit r18812.
This commit is contained in:
Nicolas Auvray 2016-10-08 08:49:35 +00:00
parent bb0924bb6c
commit 0030f6ad2b

View File

@ -264,7 +264,7 @@ public:
// If we serialized a different seed or different actor, reload actor
if (oldSeed != GetActorSeed() || m_BaseActorName != m_ActorName)
ReloadActor();
else
else if (m_Unit)
m_Unit->SetEntitySelection(m_VariantSelections);
fixed repeattime = m_AnimSyncRepeatTime; // save because SelectAnimation overwrites it
@ -745,7 +745,7 @@ void CCmpVisualActor::ReloadActor()
void CCmpVisualActor::Update(fixed UNUSED(turnLength))
{
if (m_Unit == NULL)
if (!m_Unit)
return;
// If we're in the special movement mode, select an appropriate animation