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Fixed|Bindings|Multiplayer: Crash when more than one client in the game
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When checking for player controls, a null pointer was accessed
in P_IsControlBound().
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skyjake committed Jan 3, 2014
1 parent 26b87a6 commit 9634c68
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1 change: 1 addition & 0 deletions doomsday/client/src/ui/p_control.cpp
Expand Up @@ -350,6 +350,7 @@ DENG_EXTERN_C int P_IsControlBound(int playerNum, int control)
// the actual console number (playerNum) being used. That is why
// P_ConsoleToLocal() is called here.
binds = B_GetControlDeviceBindings(P_ConsoleToLocal(playerNum), control, &bc);
if(!binds) return false;

// There must be bindings to active input devices.
bool gotActiveDevices = false;
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