Fix modifiers crash when obtaining underwater item (#4110)

* NULL check

* Update soh/src/overlays/actors/ovl_player_actor/z_player.c

Co-authored-by: Garrett Cox <garrettjcox@gmail.com>

* Update soh/src/overlays/actors/ovl_player_actor/z_player.c

Co-authored-by: Garrett Cox <garrettjcox@gmail.com>

---------

Co-authored-by: Garrett Cox <garrettjcox@gmail.com>
This commit is contained in:
Eric Hoey 2024-05-09 23:02:50 -04:00 committed by GitHub
parent 63bc2aff59
commit 65b18d61cf
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@ -12116,7 +12116,8 @@ void func_8084AEEC(Player* this, f32* arg1, f32 arg2, s16 arg3) {
} else if (gWalkSpeedToggle2) {
swimMod *= CVarGetFloat(CVAR_SETTING("WalkModifier.SwimMapping2"), 1.0f);
}
} else {
// sControlInput is NULL to prevent inputs while surfacing after obtaining an underwater item so we want to ignore it for that case
} else if (sControlInput != NULL) {
if (CHECK_BTN_ALL(sControlInput->cur.button, BTN_MODIFIER1)) {
swimMod *= CVarGetFloat(CVAR_SETTING("WalkModifier.SwimMapping1"), 1.0f);
} else if (CHECK_BTN_ALL(sControlInput->cur.button, BTN_MODIFIER2)) {