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Fix for bug #2001193. Character confirmation screen didn't appear and game crashed because too many strings were added to the draw list.
svn-id: r32762
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parent
0b58aea011
commit
28e32bb7cb
@ -417,6 +417,11 @@ void Parallaction_ns::_c_ridux(void *parm) {
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}
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void Parallaction_ns::_c_testResult(void *parm) {
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if (_inTestResult) {
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return;
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}
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_inTestResult = true;
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_gfx->updateScreen();
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_disk->selectArchive("disk1");
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@ -166,6 +166,8 @@ void Parallaction_ns::guiStart() {
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}
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void Parallaction_ns::selectStartLocation() {
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_inTestResult = false;
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int character = guiSelectCharacter();
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if (character == -1)
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error("invalid character selected from menu screen");
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@ -548,6 +548,9 @@ private:
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ZonePtr _moveSarcExaZones[5];
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AnimationPtr _rightHandAnim;
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bool _inTestResult;
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// common callables
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void _c_play_boogie(void*);
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void _c_startIntro(void*);
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@ -147,6 +147,8 @@ int Parallaction_ns::init() {
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num_foglie = 0;
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_inTestResult = false;
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_location._animations.push_front(_char._ani);
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Parallaction::init();
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@ -156,7 +158,7 @@ int Parallaction_ns::init() {
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Parallaction_ns::~Parallaction_ns() {
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freeFonts();
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delete _locationParser;
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delete _programParser;
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delete _mouseComposedArrow;
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@ -235,10 +237,10 @@ int Parallaction_ns::go() {
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_globalTable = _disk->loadTable("global");
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guiStart();
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if (_engineFlags & kEngineQuit)
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return 0;
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changeLocation(_location._name);
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if (_engineFlags & kEngineQuit)
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