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