dynamic GAMESTATE->m_ActiveAttacks

fix crash
This commit is contained in:
Glenn Maynard
2003-12-01 21:04:40 +00:00
parent dfdc683d66
commit 7f12b31439
4 changed files with 21 additions and 36 deletions
+7 -9
View File
@@ -28,14 +28,12 @@ void AttackDisplay::Update( float fDelta )
{
ActorFrame::Update( fDelta );
// FIXME: Make GAMESTATE->m_ActiveAttacks a vector
if( GAMESTATE->m_bAttackBeganThisUpdate[m_PlayerNumber] )
{
// don't handle this again
GAMESTATE->m_bAttackBeganThisUpdate[m_PlayerNumber] = false;
int s;
for( s=0; s<GameState::MAX_SIMULTANEOUS_ATTACKS; s++ )
for( unsigned s=0; s<GAMESTATE->m_ActiveAttacks[m_PlayerNumber].size(); s++ )
{
if( GAMESTATE->m_ActiveAttacks[m_PlayerNumber][s].fStartSecond >= 0 )
continue; /* hasn't started yet */
@@ -46,13 +44,13 @@ void AttackDisplay::Update( float fDelta )
if( GAMESTATE->m_ActiveAttacks[m_PlayerNumber][s].IsBlank() )
continue;
CString sText = GAMESTATE->m_ActiveAttacks[m_PlayerNumber][s].sModifier;
m_textAttack.SetDiffuseAlpha( 1 );
m_textAttack.SetText( sText );
m_textAttack.Command( TEXT_ON_COMMAND(m_PlayerNumber) );
break;
}
CString sText = GAMESTATE->m_ActiveAttacks[m_PlayerNumber][s].sModifier;
m_textAttack.SetDiffuseAlpha( 1 );
m_textAttack.SetText( sText );
m_textAttack.Command( TEXT_ON_COMMAND(m_PlayerNumber) );
}
}