[Fix] Fixed some valgrind errors.
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README
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README
@ -76,7 +76,8 @@ Keys:
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KEY_IDENTIFIER is the indetifier given below:
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KEY_IDENTIFIER is the indetifier given below:
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KEY_TYPE can be one of keyboard, jaxis or jbutton.
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KEY_TYPE can be one of keyboard, jaxis or jbutton.
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KEY_NUMBER is the number of the key (found with xev)
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KEY_NUMBER is the number of the key (found with xev usually, just
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convert the keysym from hex to base 10).
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KEY_REVERSE is whether it is reversed or not, which
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KEY_REVERSE is whether it is reversed or not, which
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is only useful in the case of jaxis.
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is only useful in the case of jaxis.
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MOD_IDENTIFIER is the modifier to take into account, can be on of:
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MOD_IDENTIFIER is the modifier to take into account, can be on of:
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@ -235,10 +235,11 @@ static int planetL_get(lua_State* L) {
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/* Get a planet from faction list. */
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/* Get a planet from faction list. */
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else if(lua_istable(L, 1)) {
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else if(lua_istable(L, 1)) {
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/* Get table length and preallocate. */
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nfactions = (int) lua_objlen(L, 1);
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factions = malloc(sizeof(int) * nfactions);
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/* Load up the table. */
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/* Load up the table. */
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lua_pushnil(L);
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lua_pushnil(L);
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nfactions = (int)lua_gettop(L);
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factions = malloc(sizeof(int) * nfactions);
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i = 0;
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i = 0;
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while(lua_next(L, -2) != 0) {
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while(lua_next(L, -2) != 0) {
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f = lua_tofaction(L, -1);
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f = lua_tofaction(L, -1);
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@ -1688,6 +1688,7 @@ void player_land(void) {
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int i;
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int i;
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int tp;
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int tp;
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double td, d;
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double td, d;
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Planet* planet;
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if(landed) {
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if(landed) {
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/* Player is already landed. */
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/* Player is already landed. */
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@ -1701,8 +1702,8 @@ void player_land(void) {
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return;
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return;
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}
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}
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Planet* planet = cur_system->planets[planet_target];
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if(planet_target >= 0) {
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if(planet_target >= 0) {
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planet = cur_system->planets[planet_target];
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if(!planet_hasService(planet, PLANET_SERVICE_LAND)) {
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if(!planet_hasService(planet, PLANET_SERVICE_LAND)) {
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player_message("You can't land here.");
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player_message("You can't land here.");
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return;
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return;
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@ -1741,8 +1742,9 @@ void player_land(void) {
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td = -1; /* Temp distance. */
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td = -1; /* Temp distance. */
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tp = -1; /* Temp planet. */
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tp = -1; /* Temp planet. */
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for(i = 0; i < cur_system->nplanets; i++) {
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for(i = 0; i < cur_system->nplanets; i++) {
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d = vect_dist(&player->solid->pos, &cur_system->planets[i]->pos);
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planet = cur_system->planets[i];
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if(planet_hasService(cur_system->planets[i], PLANET_SERVICE_LAND) &&
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d = vect_dist(&player->solid->pos, &planet->pos);
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if(planet_hasService(planet, PLANET_SERVICE_LAND) &&
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((tp == -1) || ((td == -1) || (td > d)))) {
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((tp == -1) || ((td == -1) || (td > d)))) {
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tp = i;
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tp = i;
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td = d;
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td = d;
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