diff --git a/Generals/Code/GameEngine/Source/GameLogic/Object/Update/TensileFormationUpdate.cpp b/Generals/Code/GameEngine/Source/GameLogic/Object/Update/TensileFormationUpdate.cpp index a0e9296ccd..204822c829 100644 --- a/Generals/Code/GameEngine/Source/GameLogic/Object/Update/TensileFormationUpdate.cpp +++ b/Generals/Code/GameEngine/Source/GameLogic/Object/Update/TensileFormationUpdate.cpp @@ -296,7 +296,7 @@ UpdateSleepTime TensileFormationUpdate::update() Object *tree = ThePartitionManager->getClosestObject( &newPos, getObject()->getGeometryInfo().getMajorRadius(), FROM_CENTER_2D ); - if (tree->isKindOf( KINDOF_SHRUBBERY )) + if (tree && tree->isKindOf( KINDOF_SHRUBBERY )) tree->topple( &m_inertia, m_inertia.length(), 1 );//No Bounce diff --git a/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Update/TensileFormationUpdate.cpp b/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Update/TensileFormationUpdate.cpp index 66ef8bc159..ec9c656d76 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Update/TensileFormationUpdate.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Update/TensileFormationUpdate.cpp @@ -296,7 +296,7 @@ UpdateSleepTime TensileFormationUpdate::update() Object *tree = ThePartitionManager->getClosestObject( &newPos, getObject()->getGeometryInfo().getMajorRadius(), FROM_CENTER_2D ); - if (tree->isKindOf( KINDOF_SHRUBBERY )) + if (tree && tree->isKindOf( KINDOF_SHRUBBERY )) tree->topple( &m_inertia, m_inertia.length(), 1 );//No Bounce