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

This commit is contained in:
kreatordxx 2010-03-27 03:24:14 +00:00
parent 68a1458abd
commit 71dfec9fdb
3 changed files with 10 additions and 1 deletions

View file

@ -3,6 +3,7 @@ D1X-Rebirth Changelog
20100327
--------
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
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
20100326
--------

View file

@ -1274,6 +1274,8 @@ void StartNewLevelSub(int level_num, int page_in_textures)
//called when the player is starting a new level for normal game model
void StartNewLevel(int level_num)
{
hide_menus();
GameTime = FrameTime;
load_custom_data(get_level_file(level_num));

View file

@ -131,6 +131,9 @@ void hide_menus(void)
window *wind;
int i;
if (menus[i])
return; // there are already hidden menus
for (i = 0; (i < 15) && (wind = window_get_front()); i++)
{
menus[i] = wind;
@ -148,7 +151,10 @@ void show_menus(void)
int i;
for (i = 0; (i < 16) && menus[i]; i++)
window_set_visible(menus[i], 1);
if (window_exists(menus[i]))
window_set_visible(menus[i], 1);
menus[0] = NULL;
}
//pairs of chars describing ranges