Fix segfault when setting forceskin to None
In a multiplayer game, setting forceskin
to None
from the settings menu triggered a segfault. This happened because of a special handling of the forceskin
variable, where it converts an integer to a string since forceskin
does not accept an integer. Problem is that when it's set to None
, it's numeric value is -1, which doesn't map to a valid skin and is thus set to NULL
. This will then be dereferenced inside the memcpy
call and trigger the segfault.
This patch cleans up all logic there and avoids setting the value when it's NULL
, which resets the value to it's default value, None
.