[Fix] At least mission computer doesn't crash now, right?
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853a07cf19
commit
2233635cdc
15
src/land.c
15
src/land.c
@ -796,21 +796,6 @@ static void misn(void) {
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300, MISSION_HEIGHT - BUTTON_WIDTH - 120, 0,
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"txtDesc", &gl_smallFont, &cBlack, NULL);
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// List.
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if(mission_ncomputer != 0) {
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// There are missions.
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misn_names = malloc(sizeof(char*)*mission_ncomputer);
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for(i = 0; i < mission_ncomputer; i++)
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misn_names[i] = strdup(mission_computer[i].title);
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} else {
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// No missions.
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misn_names = malloc(sizeof(char*));
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misn_names[0] = strdup("No Missions");
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}
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window_addList(secondary_wid, 20, -40,
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300, MISSION_HEIGHT-60,
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"lstMission", misn_names, mission_ncomputer, 0, misn_update);
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misn_genList(1);
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}
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@ -136,7 +136,7 @@ static int misn_factions(lua_State* L) {
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static int space_getPlanet(lua_State* L) {
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(void)L;
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// TODO: Proper getPlanet implementation.
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lua_pushstring(L, "Arrakis");
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lua_pushstring(L, "SaraCraft");
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return 1;
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}
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@ -370,7 +370,7 @@ void window_modifyText(const unsigned int wid, char* name, char* newstring) {
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Widget* wgt = window_getwgt(wid, name);
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if(wgt->dat.txt.text) free(wgt->dat.txt.text);
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wgt->dat.txt.text = strdup(newstring);
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//wgt->dat.txt.text = strdup(newstring);
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}
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void window_modifyImage(const unsigned int wid, char* name, glTexture* image) {
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