diff --git a/sfall/FalloutEngine/Structs.h b/sfall/FalloutEngine/Structs.h index 1dbca61b..1ff93c0e 100644 --- a/sfall/FalloutEngine/Structs.h +++ b/sfall/FalloutEngine/Structs.h @@ -242,7 +242,7 @@ struct GameObject { struct { MiscFlags sceneryFlags; // unused for scenery? (aka updated_flags) MiscFlags doorFlags; // used for doors states open/locked/jammed (aka cur_open_flags) - long unused[9]; // offset 0x40 (not saved) + long unused[9]; // offset 0x40 (not saved) } scenery; }; diff --git a/sfall/Modules/Animations.cpp b/sfall/Modules/Animations.cpp index 0c58ed44..dafd75ae 100644 --- a/sfall/Modules/Animations.cpp +++ b/sfall/Modules/Animations.cpp @@ -520,7 +520,8 @@ static void __stdcall combat_begin_anim_stop_hook() { const fo::AnimationSet& set = animSet[i]; if (set.currentAnim >= 1 && (set.animations[set.currentAnim - 1].animType == fo::ANIM_TYPE_ANIMATE_FOREVER || - ((set.animations[set.currentAnim - 1].source->artFid & 0xFF0000) >> 16 >= fo::ANIM_fall_back && + (set.animations[set.currentAnim - 1].source != nullptr && + (set.animations[set.currentAnim - 1].source->artFid & 0xFF0000) >> 16 >= fo::ANIM_fall_back && (set.animations[set.currentAnim - 1].source->artFid & 0xFF0000) >> 16 <= fo::ANIM_fall_front_blood))) { continue;