Fix destruction order of system string table vs. editor

Depending on the mood of the linker, the editor may have been
constructed before and destroyed after the system-wide string table
because they weren't defined in the same file. Destruction of the editor
tries to load some strings, which would then access the already
destroyed string table and thus crash.
directional-lights
Nicolas Hake 2016-10-16 18:40:51 +02:00
parent 24c386c67f
commit 8f47edc1e3
2 changed files with 2 additions and 2 deletions

View File

@ -25,6 +25,7 @@
#include "game/C4GraphicsSystem.h"
#include "game/C4Game.h"
#include "object/C4GameObjects.h"
#include "c4group/C4LangStringTable.h"
#include "gui/C4MouseControl.h"
#include "network/C4Network2.h"
#include "script/C4PropList.h"
@ -37,6 +38,7 @@ C4Set<C4PropListNumbered *> C4PropListNumbered::PropLists;
C4Set<C4PropListScript *> C4PropListScript::PropLists;
std::vector<C4PropListNumbered *> C4PropListNumbered::ShelvedPropLists;
int32_t C4PropListNumbered::EnumerationIndex = 0;
C4LangStringTable C4LangStringTable::system_string_table;
C4StringTable Strings;
C4AulScriptEngine ScriptEngine;
C4Application Application;

View File

@ -174,5 +174,3 @@ void C4LangStringTable::ReplaceStrings(StdStrBuf &rBuf)
{
ReplaceStrings(rBuf, rBuf);
}
C4LangStringTable C4LangStringTable::system_string_table;