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 @@ D2X-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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@ -1832,6 +1832,8 @@ void maybe_set_first_secret_visit(int level_num)
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// secret_flag if came from a secret level
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void StartNewLevel(int level_num, int secret_flag)
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{
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hide_menus();
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GameTime = FrameTime;
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ThisLevelTime=0;
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10
main/menu.c
10
main/menu.c
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@ -116,7 +116,7 @@ enum MENUS
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#define ADD_ITEM(t,value,key) do { m[num_options].type=NM_TYPE_MENU; m[num_options].text=t; menu_choice[num_options]=value;num_options++; } while (0)
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static window *menus[16];
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static window *menus[16] = { NULL };
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// Function Prototypes added after LINTING
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void do_option(int select);
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@ -133,6 +133,9 @@ 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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@ -150,7 +153,10 @@ 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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