This should help especially for translations with many multi-byte Unicode
characters.
graphics.drawRect(1, 1, 398, 298, graphics.black, graphics.white, panelBack);
- char message[100];
+ char message[256];
int col1 = 25;
int col2 = 375;
int y = 30;
// Do the objectives list
Objective *objective = (Objective*)map.objectiveList.getHead();
- char message[100];
+ char message[256];
y += 60;
void saveGame()
{
- char message[100];
+ char message[256];
SDL_FillRect(graphics.screen, NULL, graphics.black);
graphics.updateScreen();
int x, y;
- char message[100];
+ char message[256];
while (mia->next != NULL)
{
Objective *objective = (Objective*)map.objectiveList.getHead();
Entity *mia = (Entity*)map.miaList.getHead();
Sprite *teleportStar = graphics.getSprite("TeleportStar", true);
- char message[100];
+ char message[256];
int col1 = 360;
int col2 = 380;
int count = 0;
{
Objective *objective = (Objective*)map.objectiveList.getHead();
- char message[100];
+ char message[256];
int requiredValue;
Switch *swt = (Switch*)map.switchList.getHead();
bool okayToActivate = false;
- char message[100];
+ char message[256];
while (swt->next != NULL)
{