- Fix: crash when handling flashing items

- Fix: bad argument

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8433 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2017-07-26 13:57:29 +00:00
parent 0992a423e7
commit 8a82802932
2 changed files with 10 additions and 15 deletions
+9 -14
View File
@@ -89,7 +89,7 @@
#define NUM_ITEM_FLASH_SLOTS 50 #define NUM_ITEM_FLASH_SLOTS 50
#define MIN_LOB_RANGE 6 #define MIN_LOB_RANGE 6
// directory for fortification plans (locaed in Profiles sub-folder) // directory for fortification plans (located in Profiles sub-folder)
#define FORTIFICATIONPLAN_DIRECTORY "FortificationPlan\\" #define FORTIFICATIONPLAN_DIRECTORY "FortificationPlan\\"
ITEM_POOL_LOCATOR FlashItemSlots[ NUM_ITEM_FLASH_SLOTS ]; ITEM_POOL_LOCATOR FlashItemSlots[ NUM_ITEM_FLASH_SLOTS ];
@@ -4352,7 +4352,7 @@ BOOLEAN RemoveFlashItemSlot( ITEM_POOL *pItemPool )
CHECKF( pItemPool != NULL ); CHECKF( pItemPool != NULL );
for( uiCount=0; uiCount < guiNumFlashItemSlots; uiCount++) for( uiCount=0; uiCount < guiNumFlashItemSlots; ++uiCount)
{ {
if ( FlashItemSlots[ uiCount ].fAllocated ) if ( FlashItemSlots[ uiCount ].fAllocated )
{ {
@@ -4387,7 +4387,7 @@ void HandleFlashingItems( )
{ {
RESETCOUNTER( CYCLERENDERITEMCOLOR ); RESETCOUNTER( CYCLERENDERITEMCOLOR );
for ( cnt = 0; cnt < guiNumFlashItemSlots; cnt++ ) for ( cnt = 0; cnt < guiNumFlashItemSlots; ++cnt )
{ {
pLocator = &( FlashItemSlots[ cnt ] ); pLocator = &( FlashItemSlots[ cnt ] );
@@ -4414,9 +4414,7 @@ void HandleFlashingItems( )
// Update radio locator // Update radio locator
{ {
UINT32 uiClock; UINT32 uiClock = GetJA2Clock( );
uiClock = GetJA2Clock( );
// Update frame values! // Update frame values!
if ( ( uiClock - pLocator->uiLastFrameUpdate ) > 80 ) if ( ( uiClock - pLocator->uiLastFrameUpdate ) > 80 )
@@ -4436,7 +4434,8 @@ void HandleFlashingItems( )
// UPDATE FLASH COLOR VALUE // UPDATE FLASH COLOR VALUE
pItemPool->bFlashColor--; pItemPool->bFlashColor--;
if ( pItemPool->ubLevel == 0 ) // Flugente: as someone commented out the changes to uiFlags, this part serves no purpose, so I'm commenting it out
/*if ( pItemPool->ubLevel == 0 )
{ {
pObject = gpWorldLevelData[ pItemPool->sGridNo ].pStructHead; pObject = gpWorldLevelData[ pItemPool->sGridNo ].pStructHead;
} }
@@ -4463,7 +4462,7 @@ void HandleFlashingItems( )
} }
pObject = pObject->pNext; pObject = pObject->pNext;
} }*/
if ( pItemPool->bFlashColor == 1 ) if ( pItemPool->bFlashColor == 1 )
{ {
@@ -4479,9 +4478,7 @@ void HandleFlashingItems( )
} }
RecountFlashItemSlots( ); RecountFlashItemSlots( );
} }
} }
@@ -4491,7 +4488,7 @@ void RenderTopmostFlashingItems( )
ITEM_POOL *pItemPool; ITEM_POOL *pItemPool;
ITEM_POOL_LOCATOR *pLocator; ITEM_POOL_LOCATOR *pLocator;
for ( cnt = 0; cnt < guiNumFlashItemSlots; cnt++ ) for ( cnt = 0; cnt < guiNumFlashItemSlots; ++cnt )
{ {
pLocator = &( FlashItemSlots[ cnt ] ); pLocator = &( FlashItemSlots[ cnt ] );
@@ -4546,12 +4543,10 @@ void RenderTopmostFlashingItems( )
BltVideoObjectFromIndex( FRAME_BUFFER, guiRADIO, pLocator->bRadioFrame, sXPos, sYPos, VO_BLT_SRCTRANSPARENCY, NULL ); BltVideoObjectFromIndex( FRAME_BUFFER, guiRADIO, pLocator->bRadioFrame, sXPos, sYPos, VO_BLT_SRCTRANSPARENCY, NULL );
DrawItemPoolList( pItemPool, pItemPool->sGridNo , ITEMLIST_DISPLAY, pItemPool->bRenderZHeightAboveLevel, sXPos, sYPos ); DrawItemPoolList( pItemPool, pItemPool->sGridNo , ITEMLIST_DISPLAY, pItemPool->bRenderZHeightAboveLevel, sXPos, sYPos );
} }
} }
} }
} }
} }
@@ -5492,7 +5487,7 @@ void TacticalFunctionSelectionMessageBoxCallBack( UINT8 ubExitValue )
break; break;
case 7: case 7:
// test our disguise // test our disguise
if ( gpTempSoldier->usSoldierFlagMask & (SOLDIER_COVERT_CIV|SOLDIER_COVERT_SOLDIER) ) if (gpTempSoldier->usSoldierFlagMask & (SOLDIER_COVERT_CIV | SOLDIER_COVERT_SOLDIER))
gpTempSoldier->SpySelfTest(); gpTempSoldier->SpySelfTest();
break; break;
+1 -1
View File
@@ -2964,7 +2964,7 @@ BOOLEAN HandleAtNewGridNo( SOLDIERTYPE *pSoldier, BOOLEAN *pfKeepMoving )
} }
#ifdef LUA_OVERHEAD #ifdef LUA_OVERHEAD
LetLuaMyCustomHandleAtNewGridNo(NULL,pSoldier->ubProfile, 0); LetLuaMyCustomHandleAtNewGridNo(0,pSoldier->ubProfile, 0);
#else #else
//----------------Lua------------------------ //----------------Lua------------------------