[Fix] Segfault when having active missions.
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05b1d19e55
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6c4983120d
@ -88,6 +88,7 @@ MissionData* mission_get(int id) {
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/* Initialize a mission. */
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static int mission_init(Mission* mission, MissionData* misn, int load) {
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int i;
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char* buf;
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uint32_t bufsize;
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@ -99,6 +100,12 @@ static int mission_init(Mission* mission, MissionData* misn, int load) {
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else
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mission->id = mission_genID();
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/* Init the timers. */
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for(i = 0; i < MISSION_TIMER_MAX; i++) {
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mission->timer[i] = 0.;
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mission->tfunc[i] = NULL;
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}
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mission->data = misn;
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/* Init lua. */
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@ -309,7 +316,7 @@ void missions_update(const double dt) {
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for(i = 0; i < MISSION_MAX; i++) {
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/* Mission must be active. */
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if(player_missions[i].id != 0) {
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for(j = 0; j < MISSION_TIMER_MAX; i++) {
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for(j = 0; j < MISSION_TIMER_MAX; j++) {
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/* Timer must be active. */
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if(player_missions[i].timer[j] != 0.) {
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player_missions[i].timer[j] -= dt;
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