[Add] Parametize chunks to realloc. Grow pilot and weapon stack.
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gfx/outfit/store/fuel_pod.png
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gfx/outfit/store/fuel_pod.png
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gfx/outfit/store/weapon_rack.png
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gfx/outfit/store/weapon_rack.png
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@ -17,6 +17,8 @@
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#define FLEET_DATA "../dat/fleet.xml"
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#define PILOT_CHUNK 32 // Chunks to increment pilot_stack by.
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// Stack of pilot id's to assure uniqueness.
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static unsigned int pilot_id = PLAYER_ID;
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@ -864,7 +866,7 @@ unsigned int pilot_create(Ship* ship, char* name, int faction,
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if(pilots >= mpilots) {
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// Need to grow. About 20 at a time.
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mpilots += 20;
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mpilots += PILOT_CHUNK;
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tp = pilot_stack;
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pilot_stack = realloc(pilot_stack, mpilots*sizeof(Pilot*));
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if((pilot_stack != tp) && player)
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10
src/weapon.c
10
src/weapon.c
@ -18,9 +18,7 @@
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#define VOICE_PRIORITY_BOLT 10 // Default.
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#define VOICE_PRIORITY_AMMO 8 // Higher.
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// PID values.
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#define IMIN -50000
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#define IMAX 50000
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#define WEAPON_CHUNK 32
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// Some stuff from pilot.
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extern Pilot** pilot_stack;
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@ -441,10 +439,12 @@ void weapon_add(const Outfit* outfit, const double dir, const Vec2* pos,
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else { // Need to allocate more memory.
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switch(layer) {
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case WEAPON_LAYER_BG:
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curLayer = wbackLayer = realloc(curLayer, (++(*mLayer))*sizeof(Weapon*));
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(*mLayer) += WEAPON_CHUNK;
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curLayer = wbackLayer = realloc(curLayer, (*mLayer)*sizeof(Weapon*));
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break;
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case WEAPON_LAYER_FG:
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curLayer = wfrontLayer = realloc(curLayer, (++(*mLayer))*sizeof(Weapon*));
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(*mLayer) += WEAPON_CHUNK;
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curLayer = wfrontLayer = realloc(curLayer, (*mLayer)*sizeof(Weapon*));
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break;
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}
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curLayer[(*nLayer)++] = w;
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