Updated TODO comment regarding issue #204 fix to indicate that the applied fix is deemed satisfactory.

This commit is contained in:
AnotherCommander 2017-08-18 18:55:40 +02:00
parent 35d1eab7d2
commit 0119485ac6

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@ -322,6 +322,10 @@ static ShipEntity *doOctreesCollide(ShipEntity *prime, ShipEntity *other);
/* TODO: The following initializes the missile list to be blank, which prevents a crash caused by hasOneEquipmentItem trying to access a missile list
previously initialized but then released. See issue #204. We need to investigate further the cause of the missile list being released.
- kanthoney 10/03/2017
Update 20170818: The issue seems to have been resolved properly using the fix below and the problem was apparently an access of the
missile_list array elements before their initialization and while we were checking whether equipment can be added or not. There is
probably not much more that can be done here, unless someone would like to have a go at refactoring the entire ship initialization
code. In any case, the crash is no more and the applied solution is both simple and logical - Nikos
*/
unsigned i;
for (i = 0; i < missiles; i++)