Reply to Re: 100th callback problem
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Well, the engine can handle running out of callback slots; it simply returns 0 as the callback ID.
I had problems running the kill_all_callbacks procedure; it runs from 1 to max_callbacks(100), while the table has max_callbacks(0 to 99) slots.
I had tinkered with the source and a bitmap was placed right after the callback table, the inexistent slot 100 was marked as active, and the game crashed as soon as it tried to kill_all_callbacks.
tl;dr: editing the line
in dinkvar.h to
should fix it.
I had problems running the kill_all_callbacks procedure; it runs from 1 to max_callbacks(100), while the table has max_callbacks(0 to 99) slots.
I had tinkered with the source and a bitmap was placed right after the callback table, the inexistent slot 100 was marked as active, and the game crashed as soon as it tried to kill_all_callbacks.
tl;dr: editing the line
call_back callback[max_callbacks]
in dinkvar.h to
call_back callback[max_callbacks+1]
should fix it.