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- Fixed useless 'array != NULL' check.
- 'notranslate != NULL' is completely useless, because 'notranslate' is an array, hence removed. - I interpreted 'SbarInfoScript != NULL' as a typo, since 1)in the next expression inside the condition there's a dereference to 'SBarInfoScript[SCRIPT_CUSTOM]' and 2)'SBarInfoScript[SCRIPT_CUSTOM]' is checked against 'NULL', in line 352, and then dereferenced when introducing 'cstype'.
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2 changed files with 9 additions and 15 deletions
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@ -387,7 +387,7 @@ void G_InitNew (const char *mapname, bool bTitleLevel)
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StatusBar->NewGame ();
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setsizeneeded = true;
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if (gameinfo.gametype == GAME_Strife || (SBarInfoScript != NULL && SBarInfoScript[SCRIPT_CUSTOM]->GetGameType() == GAME_Strife))
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if (gameinfo.gametype == GAME_Strife || (SBarInfoScript[SCRIPT_CUSTOM] != NULL && SBarInfoScript[SCRIPT_CUSTOM]->GetGameType() == GAME_Strife))
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{
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// Set the initial quest log text for Strife.
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for (i = 0; i < MAXPLAYERS; ++i)
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@ -2009,26 +2009,20 @@ void FSpecialFont::LoadTranslations()
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}
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// exclude the non-translated colors from the translation calculation
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if (notranslate != NULL)
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{
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for (i = 0; i < 256; i++)
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if (notranslate[i])
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usedcolors[i] = false;
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}
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for (i = 0; i < 256; i++)
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if (notranslate[i])
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usedcolors[i] = false;
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TotalColors = ActiveColors = SimpleTranslation (usedcolors, PatchRemap, identity, &luminosity);
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// Map all untranslated colors into the table of used colors
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if (notranslate != NULL)
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for (i = 0; i < 256; i++)
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{
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for (i = 0; i < 256; i++)
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if (notranslate[i])
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{
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if (notranslate[i])
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{
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PatchRemap[i] = TotalColors;
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identity[TotalColors] = i;
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TotalColors++;
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}
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PatchRemap[i] = TotalColors;
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identity[TotalColors] = i;
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TotalColors++;
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}
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}
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