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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>
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@ -12116,7 +12116,8 @@ void func_8084AEEC(Player* this, f32* arg1, f32 arg2, s16 arg3) {
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} else if (gWalkSpeedToggle2) {
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swimMod *= CVarGetFloat(CVAR_SETTING("WalkModifier.SwimMapping2"), 1.0f);
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}
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} else {
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// sControlInput is NULL to prevent inputs while surfacing after obtaining an underwater item so we want to ignore it for that case
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} else if (sControlInput != NULL) {
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if (CHECK_BTN_ALL(sControlInput->cur.button, BTN_MODIFIER1)) {
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swimMod *= CVarGetFloat(CVAR_SETTING("WalkModifier.SwimMapping1"), 1.0f);
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} else if (CHECK_BTN_ALL(sControlInput->cur.button, BTN_MODIFIER2)) {
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