- added more error checking in case segfault reproduced from: https://forum.megaglest.org/index.php?topic=9612.0;topicseen
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@ -170,11 +170,25 @@ bool SurfaceCell::decAmount(int value) {
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return object->getResource()->decAmount(value);
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}
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void SurfaceCell::setExplored(int teamIndex, bool explored) {
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if(teamIndex < 0 || teamIndex >= GameConstants::maxPlayers + GameConstants::specialFactions) {
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char szBuf[8096]="";
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snprintf(szBuf,8096,"Invalid value for teamIndex [%d]",teamIndex);
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printf("%s\n",szBuf);
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throw megaglest_runtime_error(szBuf);
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}
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this->explored[teamIndex]= explored;
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//printf("Setting explored to %d for teamIndex %d\n",explored,teamIndex);
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}
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void SurfaceCell::setVisible(int teamIndex, bool visible) {
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if(teamIndex < 0 || teamIndex >= GameConstants::maxPlayers + GameConstants::specialFactions) {
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char szBuf[8096]="";
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snprintf(szBuf,8096,"Invalid value for teamIndex [%d]",teamIndex);
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printf("%s\n",szBuf);
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throw megaglest_runtime_error(szBuf);
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}
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this->visible[teamIndex]= visible;
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}
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