Add null checks to initiate_delayed_warp()
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@ -975,7 +975,7 @@ void initiate_delayed_warp(void) {
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if ((gCurrCreditsEntry != NULL) && (gCurrCreditsEntry->levelNum == gLevelValues.skipCreditsAt)) {
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lvl_skip_credits();
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} else {
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} else if (gCurrCreditsEntry != NULL) {
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// instance players in the credits
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gCurrActStarNum = 99;
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gCurrActNum = 99;
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@ -991,7 +991,7 @@ void initiate_delayed_warp(void) {
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if ((gCurrCreditsEntry != NULL) && (gCurrCreditsEntry->levelNum == gLevelValues.skipCreditsAt)) {
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lvl_skip_credits();
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} else {
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} else if (gCurrCreditsEntry != NULL) {
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gCurrActNum = gCurrCreditsEntry->unk02 & 0x07;
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if ((gCurrCreditsEntry + 1)->levelNum == LEVEL_NONE) {
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destWarpNode = WARP_NODE_CREDITS_END;
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@ -1006,6 +1006,7 @@ void initiate_delayed_warp(void) {
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default:
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warpNode = area_get_warp_node(sSourceWarpNodeId);
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if (warpNode != NULL) {
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initiate_warp(warpNode->node.destLevel & 0x7F, warpNode->node.destArea,
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warpNode->node.destNode, sDelayedWarpArg);
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@ -1013,6 +1014,7 @@ void initiate_delayed_warp(void) {
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if (sWarpDest.type != WARP_TYPE_CHANGE_LEVEL) {
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level_set_transition(2, NULL);
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}
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}
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break;
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}
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}
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