Fix issue 585: editor crash w/o saving.
This does not feel like a proper cure, but it does stop the crashing.
This commit is contained in:
@@ -8,6 +8,11 @@ ________________________________________________________________________________
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StepMania 5.0 $next | 2011xxxx
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StepMania 5.0 $next | 2011xxxx
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--------------------------------------------------------------------------------
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--------------------------------------------------------------------------------
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2011/10/17
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----------
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* [ScreenEdit/NoteField] Fix an editor crash when you exit without saving
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after creating new steps. [Wolfman2000]
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2011/10/16
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2011/10/16
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----------
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----------
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* [NoteDataUtil] Add the Backwards mod for games where the intended
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* [NoteDataUtil] Add the Backwards mod for games where the intended
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+10
-6
@@ -1079,14 +1079,18 @@ void NoteField::DrawPrimitives()
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AttackArray &attacks = GAMESTATE->m_bIsUsingStepTiming ?
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AttackArray &attacks = GAMESTATE->m_bIsUsingStepTiming ?
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GAMESTATE->m_pCurSteps[PLAYER_1]->m_Attacks :
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GAMESTATE->m_pCurSteps[PLAYER_1]->m_Attacks :
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GAMESTATE->m_pCurSong->m_Attacks;
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GAMESTATE->m_pCurSong->m_Attacks;
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FOREACH_CONST(Attack, attacks, a)
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// XXX: We're somehow getting here when attacks is null. Find the actual cause later.
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if (&attacks)
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{
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{
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float fBeat = timing.GetBeatFromElapsedTime(a->fStartSecond);
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FOREACH_CONST(Attack, attacks, a)
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if (BeatToNoteRow(fBeat) >= iFirstRowToDraw &&
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BeatToNoteRow(fBeat) <= iLastRowToDraw &&
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IS_ON_SCREEN(fBeat))
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{
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{
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this->DrawAttackText(fBeat, *a);
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float fBeat = timing.GetBeatFromElapsedTime(a->fStartSecond);
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if (BeatToNoteRow(fBeat) >= iFirstRowToDraw &&
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BeatToNoteRow(fBeat) <= iLastRowToDraw &&
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IS_ON_SCREEN(fBeat))
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{
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this->DrawAttackText(fBeat, *a);
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}
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}
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}
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}
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}
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}
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}
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