bool collision_object_map(const base_type& base)
{
+ if(!World::current())
+ return false;
+
const Level& level = *World::current()->get_level();
TileManager& tilemanager = *TileManager::instance();
for(int x = starttilex; x*32 < max_x; ++x) {
for(int y = starttiley; y*32 < max_y; ++y) {
Tile* tile = tilemanager.get(level.get_tile_at(x, y));
- if(tile->solid)
+ if(tile && tile->solid)
return true;
}
}