From f84d865f4ab992450028978eaacf55e96b7d9fed Mon Sep 17 00:00:00 2001 From: Alibek Omarov Date: Mon, 17 Feb 2025 12:53:11 +0300 Subject: [PATCH] engine: client: fix crash if server sends new movevars before entities were created Nothing bad will happen if we skip wave height for world entity for now, but we might need to handle this situation somehow in the future. --- engine/client/cl_parse_gs.c | 5 ++++- 1 file changed, 4 insertions(+), 1 deletion(-) diff --git a/engine/client/cl_parse_gs.c b/engine/client/cl_parse_gs.c index 9c3db4c3..5bfce813 100644 --- a/engine/client/cl_parse_gs.c +++ b/engine/client/cl_parse_gs.c @@ -83,7 +83,10 @@ static void CL_ParseNewMovevars( sizebuf_t *msg ) R_SetupSky( clgame.movevars.skyName ); clgame.oldmovevars = clgame.movevars; - clgame.entities->curstate.scale = clgame.movevars.waveHeight; + + // FIXME: set world wave height when entities will be allocated + if( clgame.entities ) + clgame.entities->curstate.scale = clgame.movevars.waveHeight; // keep features an actual! clgame.oldmovevars.features = clgame.movevars.features = host.features;