diff --git a/servers/visual/portals/portal_rooms_bsp.cpp b/servers/visual/portals/portal_rooms_bsp.cpp index 3966d9729e9..0f8840004d4 100644 --- a/servers/visual/portals/portal_rooms_bsp.cpp +++ b/servers/visual/portals/portal_rooms_bsp.cpp @@ -102,19 +102,24 @@ int PortalRoomsBSP::find_room_within(const PortalRenderer &p_portal_renderer, co // first try previous room if (p_previous_room_id != -1) { - const VSRoom &prev_room = p_portal_renderer.get_room(p_previous_room_id); + if (p_previous_room_id < p_portal_renderer.get_num_rooms()) { + const VSRoom &prev_room = p_portal_renderer.get_room(p_previous_room_id); - // we can only use this shortcut if the room doesn't include internal rooms. - // otherwise the point may be inside more than one room, and we need to find the room of highest priority. - if (!prev_room._contains_internal_rooms) { - closest = prev_room.is_point_within(p_pos); - closest_room_id = p_previous_room_id; + // we can only use this shortcut if the room doesn't include internal rooms. + // otherwise the point may be inside more than one room, and we need to find the room of highest priority. + if (!prev_room._contains_internal_rooms) { + closest = prev_room.is_point_within(p_pos); + closest_room_id = p_previous_room_id; - if (closest < 0.0) { - return p_previous_room_id; + if (closest < 0.0) { + return p_previous_room_id; + } + } else { + // don't mark it as checked later, as we haven't done it because it contains internal rooms + p_previous_room_id = -1; } } else { - // don't mark it as checked later, as we haven't done it because it contains internal rooms + // previous room was out of range (perhaps due to reconverting room system and the number of rooms decreasing) p_previous_room_id = -1; } }