Make sure Cursegp is initialised if using it to set an object when loading a game (EDITOR build). Thought I already committed this
This commit is contained in:
parent
1fd979a76b
commit
e55406d1ee
|
@ -1,5 +1,9 @@
|
||||||
D2X-Rebirth Changelog
|
D2X-Rebirth Changelog
|
||||||
|
|
||||||
|
20120417
|
||||||
|
--------
|
||||||
|
main/game.c: Make sure Cursegp is initialised if using it to set an object when loading a game (EDITOR build). Thought I already committed this
|
||||||
|
|
||||||
20120416
|
20120416
|
||||||
--------
|
--------
|
||||||
main/gameseq.c, main/multi.c, main/multi.h: fixed two bugs caused by recent Multiplayer cleanup: Set more player-death-related veriables outside of dead_player_end() when creating new ship as not covered in subfunction is Palyer_is_dead is not true; also init my own inventory properly in multi_prep_level to get our inventory straight after receiving netgame information
|
main/gameseq.c, main/multi.c, main/multi.h: fixed two bugs caused by recent Multiplayer cleanup: Set more player-death-related veriables outside of dead_player_end() when creating new ship as not covered in subfunction is Palyer_is_dead is not true; also init my own inventory properly in multi_prep_level to get our inventory straight after receiving netgame information
|
||||||
|
|
|
@ -1098,6 +1098,12 @@ window *game_setup(void)
|
||||||
netplayerinfo_on = 0;
|
netplayerinfo_on = 0;
|
||||||
|
|
||||||
#ifdef EDITOR
|
#ifdef EDITOR
|
||||||
|
if (!Cursegp)
|
||||||
|
{
|
||||||
|
Cursegp = &Segments[0];
|
||||||
|
Curside = 0;
|
||||||
|
}
|
||||||
|
|
||||||
if (Segments[ConsoleObject->segnum].segnum == -1) //segment no longer exists
|
if (Segments[ConsoleObject->segnum].segnum == -1) //segment no longer exists
|
||||||
obj_relink( ConsoleObject-Objects, SEG_PTR_2_NUM(Cursegp) );
|
obj_relink( ConsoleObject-Objects, SEG_PTR_2_NUM(Cursegp) );
|
||||||
|
|
||||||
|
|
Loading…
Reference in a new issue