Hide mission dialog before the level intro screens are shown, make sure it doesn't try to show it again after it was closed - fixing bad memory access
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@ -3,6 +3,7 @@ D1X-Rebirth Changelog
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20100327
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--------
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main/kmatrix.c, main/net_udp.c: Initialise 'playing' to 0 for UDP kmatrix, making sure player progresses to next level; always return 1 when starting to join a UDP game so it doesn't immediately return to the main menu
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main/gameseq.c, main/menu.c: Hide mission dialog before the level intro screens are shown, make sure it doesn't try to show it again after it was closed - fixing bad memory access
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20100326
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--------
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@ -1274,6 +1274,8 @@ void StartNewLevelSub(int level_num, int page_in_textures)
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//called when the player is starting a new level for normal game model
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void StartNewLevel(int level_num)
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{
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hide_menus();
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GameTime = FrameTime;
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load_custom_data(get_level_file(level_num));
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@ -131,6 +131,9 @@ void hide_menus(void)
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window *wind;
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int i;
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if (menus[i])
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return; // there are already hidden menus
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for (i = 0; (i < 15) && (wind = window_get_front()); i++)
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{
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menus[i] = wind;
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@ -148,7 +151,10 @@ void show_menus(void)
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int i;
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for (i = 0; (i < 16) && menus[i]; i++)
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window_set_visible(menus[i], 1);
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if (window_exists(menus[i]))
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window_set_visible(menus[i], 1);
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menus[0] = NULL;
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}
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//pairs of chars describing ranges
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