Fixed crash in Client::parsePlayerDamage.

This commit is contained in:
Jocke
2016-02-19 16:18:16 +01:00
parent 8cc928b5f4
commit 2263fd2ad6
2 changed files with 3 additions and 3 deletions
+3 -2
View File
@@ -437,11 +437,12 @@ void Client::parsePlayerDamage(Packet& packet)
{
Events::PlayerDamage e;
PlayerID victimID = packet.ReadPrimitive<EntityID>();
if(serverClientMapsHasEntity(victimID)){
PlayerID inflictorID = packet.ReadPrimitive<EntityID>();
if(!serverClientMapsHasEntity(victimID) || !serverClientMapsHasEntity(inflictorID)){
return;
}
e.Inflictor = EntityWrapper(m_World, m_ServerIDToClientID.at(victimID));
e.Victim = EntityWrapper(m_World, m_ServerIDToClientID.at(packet.ReadPrimitive<EntityID>()));
e.Victim = EntityWrapper(m_World, m_ServerIDToClientID.at(inflictorID));
e.Damage = packet.ReadPrimitive<double>();
// Don't rebroadcast our own player damage events or we'll have an infinite loop!
if (e.Inflictor != m_LocalPlayer) {