diff --git a/Source/Game/Entities/Player/CinematicManager.cs b/Source/Game/Entities/Player/CinematicManager.cs index 8c2d5a4e8..b469dfbdc 100644 --- a/Source/Game/Entities/Player/CinematicManager.cs +++ b/Source/Game/Entities/Player/CinematicManager.cs @@ -30,10 +30,10 @@ namespace Game.Entities public uint m_cinematicDiff; public uint m_lastCinematicCheck; - CinematicSequencesRecord m_activeCinematic; + public CinematicSequencesRecord m_activeCinematic; public int m_activeCinematicCameraIndex; public uint m_cinematicLength; - List m_cinematicCamera; + public List m_cinematicCamera; Position m_remoteSightPosition; TempSummon m_CinematicObject; diff --git a/Source/Game/Entities/Player/Player.cs b/Source/Game/Entities/Player/Player.cs index 3a57f43fd..518358973 100644 --- a/Source/Game/Entities/Player/Player.cs +++ b/Source/Game/Entities/Player/Player.cs @@ -335,7 +335,7 @@ namespace Game.Entities // Update cinematic location, if 500ms have passed and we're doing a cinematic now. _cinematicMgr.m_cinematicDiff += diff; - if (_cinematicMgr.m_activeCinematicCameraIndex != 0 && Time.GetMSTimeDiffToNow(_cinematicMgr.m_lastCinematicCheck) > 500) + if (_cinematicMgr.m_cinematicCamera != null && _cinematicMgr.m_activeCinematic != null && Time.GetMSTimeDiffToNow(_cinematicMgr.m_lastCinematicCheck) > 500) { _cinematicMgr.m_lastCinematicCheck = GameTime.GetGameTimeMS(); _cinematicMgr.UpdateCinematicLocation(diff);