diff --git a/Tactical/Items.cpp b/Tactical/Items.cpp index 29e41174..6a173948 100644 --- a/Tactical/Items.cpp +++ b/Tactical/Items.cpp @@ -7481,21 +7481,24 @@ BOOLEAN OBJECTTYPE::RemoveAttachment( OBJECTTYPE* pAttachment, OBJECTTYPE * pNew } } - // if in attached weapon mode and don't have weapon with GL attached in hand, reset weapon mode - if ( ( (pSoldier->bWeaponMode == WM_ATTACHED_GL || pSoldier->bWeaponMode == WM_ATTACHED_GL_BURST || pSoldier->bWeaponMode == WM_ATTACHED_GL_AUTO )&& !IsGrenadeLauncherAttached( &(pSoldier->inv[ HANDPOS ]) ) ) || - ( (pSoldier->bWeaponMode == WM_ATTACHED_UB || pSoldier->bWeaponMode == WM_ATTACHED_UB_BURST || pSoldier->bWeaponMode == WM_ATTACHED_UB_AUTO )&& !IsUnderBarrelAttached( &(pSoldier->inv[ HANDPOS ] ) ) ) ) + if (pSoldier != NULL) { - if ( !Weapon[pSoldier->inv[ HANDPOS ].usItem].NoSemiAuto ) + // if in attached weapon mode and don't have weapon with GL attached in hand, reset weapon mode + if ( ( (pSoldier->bWeaponMode == WM_ATTACHED_GL || pSoldier->bWeaponMode == WM_ATTACHED_GL_BURST || pSoldier->bWeaponMode == WM_ATTACHED_GL_AUTO )&& !IsGrenadeLauncherAttached( &(pSoldier->inv[ HANDPOS ]) ) ) || + ( (pSoldier->bWeaponMode == WM_ATTACHED_UB || pSoldier->bWeaponMode == WM_ATTACHED_UB_BURST || pSoldier->bWeaponMode == WM_ATTACHED_UB_AUTO )&& !IsUnderBarrelAttached( &(pSoldier->inv[ HANDPOS ] ) ) ) ) { - pSoldier->bWeaponMode = WM_NORMAL; - pSoldier->bDoBurst = FALSE; - pSoldier->bDoAutofire = 0; - } - else - { - pSoldier->bWeaponMode = WM_AUTOFIRE; - pSoldier->bDoBurst = TRUE; - pSoldier->bDoAutofire = 1; + if ( !Weapon[pSoldier->inv[ HANDPOS ].usItem].NoSemiAuto ) + { + pSoldier->bWeaponMode = WM_NORMAL; + pSoldier->bDoBurst = FALSE; + pSoldier->bDoAutofire = 0; + } + else + { + pSoldier->bWeaponMode = WM_AUTOFIRE; + pSoldier->bDoBurst = TRUE; + pSoldier->bDoAutofire = 1; + } } }