Fix segfault when P_RemoveMobj is called within A_FaceTarget action
While looking at !1970 (merged), I accidentally discovered a segfault caused by calls to P_RemoveMobj
within the A_FaceTarget
action. As usual with these issues, pretty much all calls to A_FaceTarget
in the code were missing a following P_MobjWasRemoved
check, which could segfault the game in some cases.
It can easily be triggered with this Lua script on CEZ1 by simply grabbing the attention from a Robo-Hood, for example:
function A_FaceTarget(mobj)
P_RemoveMobj(mobj)
end