fix loading of STEX object chunks

This commit is contained in:
Ted John 2016-06-23 19:43:21 +01:00
parent bee6bcd1c7
commit 3275c44bbb
1 changed files with 2 additions and 2 deletions

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@ -2472,11 +2472,11 @@ static uint8* object_type_stex_load(void *objectEntry, uint32 entryIndex, int *c
rct_stex_entry *stexEntry = (rct_stex_entry*)objectEntry;
const uint8 *origExtendedEntryData = (uint8*)((size_t)objectEntry + 0x08);
const size_t extendedDataSize = *chunkSize - 0x08;
*chunkSize = *chunkSize + sizeof(rct_stex_entry) - 0x08;
*chunkSize = *chunkSize + 0x08 - 0x08;
assert(*chunkSize > 0);
rct_stex_entry* outStexEntry = malloc(*chunkSize);
assert(outStexEntry != NULL);
uint8 *stringTable = (uint8*)((size_t)outStexEntry + sizeof(rct_stex_entry));
uint8 *stringTable = (uint8*)((size_t)outStexEntry + 0x08);
memcpy(stringTable, origExtendedEntryData, extendedDataSize);
stexEntry->scenario_name = object_get_localised_text(&stringTable, OBJECT_TYPE_SCENARIO_TEXT, entryIndex, 0);