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- Fixed: If the dialogues are freed while a dialogue menu is open, we need to close that menu,
or it will crash because the dialogue node it refers to no longer exists. SVN r3418 (trunk)
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2f3ea885c5
commit
6d59fb3e9f
1 changed files with 25 additions and 21 deletions
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@ -216,27 +216,6 @@ void P_LoadStrifeConversations (MapData *map, const char *mapname)
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}
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}
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//============================================================================
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//
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// P_FreeStrifeConversations
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//
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//============================================================================
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void P_FreeStrifeConversations ()
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{
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FStrifeDialogueNode *node;
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while (StrifeDialogues.Pop (node))
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{
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delete node;
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}
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DialogueRoots.Clear();
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ClassRoots.Clear();
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PrevNode = NULL;
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}
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//============================================================================
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//
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// LoadScriptFile
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@ -1065,6 +1044,31 @@ IMPLEMENT_ABSTRACT_CLASS(DConversationMenu)
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int DConversationMenu::mSelection; // needs to be preserved if the same dialogue is restarted
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//============================================================================
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//
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// P_FreeStrifeConversations
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//
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//============================================================================
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void P_FreeStrifeConversations ()
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{
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FStrifeDialogueNode *node;
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while (StrifeDialogues.Pop (node))
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{
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delete node;
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}
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DialogueRoots.Clear();
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ClassRoots.Clear();
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PrevNode = NULL;
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if (DMenu::CurrentMenu != NULL && DMenu::CurrentMenu->IsKindOf(RUNTIME_CLASS(DConversationMenu)))
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{
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DMenu::CurrentMenu->Close();
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}
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}
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//============================================================================
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//
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// P_StartConversation
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