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fix crash when attack sound is missing
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@ -1852,7 +1852,11 @@ void A_SkullAttack(mobj_t *actor)
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dest = actor->target;
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dest = actor->target;
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actor->flags |= MF_SKULLFLY;
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actor->flags |= MF_SKULLFLY;
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// [FG] fix crash when attack sound is missing
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if (actor->info->attacksound)
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{
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S_StartSound(actor, actor->info->attacksound);
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S_StartSound(actor, actor->info->attacksound);
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}
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A_FaceTarget(actor);
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A_FaceTarget(actor);
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an = actor->angle >> ANGLETOFINESHIFT;
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an = actor->angle >> ANGLETOFINESHIFT;
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actor->momx = FixedMul(SKULLSPEED, finecosine[an]);
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actor->momx = FixedMul(SKULLSPEED, finecosine[an]);
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@ -1877,7 +1881,11 @@ void A_BetaSkullAttack(mobj_t *actor)
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int damage;
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int damage;
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if (!actor->target || actor->target->type == MT_SKULL)
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if (!actor->target || actor->target->type == MT_SKULL)
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return;
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return;
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// [FG] fix crash when attack sound is missing
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if (actor->info->attacksound)
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{
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S_StartSound(actor, actor->info->attacksound);
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S_StartSound(actor, actor->info->attacksound);
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}
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A_FaceTarget(actor);
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A_FaceTarget(actor);
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damage = (P_Random(pr_skullfly)%8+1)*actor->info->damage;
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damage = (P_Random(pr_skullfly)%8+1)*actor->info->damage;
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P_DamageMobj(actor->target, actor, actor, damage);
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P_DamageMobj(actor->target, actor, actor, damage);
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