fixed the long-standing segfault, plus fixed a bug with the Dorim mission.
So, that segfault? Turns out there's a place where I forgot to check if something was NULL before accessing it, which turned out to be important because for some reason, gfx_textSprites[TS_RADIO] got set to 32 at some point while gfx_messageBox remained NULL. This may be indicative of a memory leak somewhere, but it's also possible that maybe it was left-over from a previous mission or something, which may have been what made it so hard to spot (that would make the bug time-sensitive as well as context-sensitive). In any case, at least the segfault is fixed now.
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@ -1928,7 +1928,7 @@ static void game_doHud()
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}
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}
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// Show the radio message if there is one
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// Show the radio message if there is one
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if (gfx_textSprites[TS_RADIO].life > 0)
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if ((gfx_textSprites[TS_RADIO].life > 0) && (gfx_messageBox != NULL))
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{
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{
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screen_blit(gfx_messageBox, (screen->w - gfx_messageBox->w) / 2, 50);
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screen_blit(gfx_messageBox, (screen->w - gfx_messageBox->w) / 2, 50);
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gfx_textSprites[TS_RADIO].life--;
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gfx_textSprites[TS_RADIO].life--;
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@ -2222,6 +2222,7 @@ int game_mainLoop()
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{
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{
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aliens[0].collectChance = 100;
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aliens[0].collectChance = 100;
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aliens[0].collectType = P_ESCAPEPOD;
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aliens[0].collectType = P_ESCAPEPOD;
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aliens[0].collectTypeOriginal = P_ESCAPEPOD;
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}
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}
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// Some specifics for interception missions
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// Some specifics for interception missions
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