diff --git a/stepmania/src/Player.cpp b/stepmania/src/Player.cpp index 56063ac90f..ec35df32e8 100644 --- a/stepmania/src/Player.cpp +++ b/stepmania/src/Player.cpp @@ -334,12 +334,12 @@ void Player::Init( m_Combo.Load( THEME->GetPathG(sType,"combo") ); m_Combo->SetName( "Combo" ); - m_pActorWithJudgmentPosition = &*m_pJudgment; + m_pActorWithComboPosition = &*m_Combo; this->AddChild( m_Combo ); m_pJudgment.Load( THEME->GetPathG(sType,"judgment") ); m_pJudgment->SetName( "Judgment" ); - m_pActorWithComboPosition = &*m_Combo; + m_pActorWithJudgmentPosition = &*m_pJudgment; this->AddChild( m_pJudgment ); } @@ -581,7 +581,8 @@ void Player::Update( float fDeltaTime ) float fNoteFieldZoom = 1 - fTinyPercent*0.5f; if( m_pNoteField ) m_pNoteField->SetZoom( fNoteFieldZoom ); - m_pActorWithJudgmentPosition->SetZoom( m_pActorWithJudgmentPosition->GetZoom() * fJudgmentZoom ); + if( m_pActorWithJudgmentPosition != NULL ) + m_pActorWithJudgmentPosition->SetZoom( m_pActorWithJudgmentPosition->GetZoom() * fJudgmentZoom ); // If we're paused, don't update tap or hold note logic, so hold notes can be released // during pause.