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Fix tower quicksave bug (only appeared in some builds)
I ran the game through Valgrind to catch various issues. One thing caught my attention -- map.resumedelay. This is used by The Tower/etc to add a delay before the game is resumed (probably for camera controls delaying it) for spawning the player. This variable was uninitialized. Notably, if I explicitly set it to 592851 or similar, it reproduces the bug, even if I cannot reproduce it with my typical compilation flags. So fixing this by initializing it to 0, alongside some other Valgrind warnings, should fix the problem entirely.
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2 changed files with 8 additions and 2 deletions
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@ -219,7 +219,7 @@ public:
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std::vector<int> customcollect;
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int nblocks;
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bool skipblocks, skipdirblocks;
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bool skipblocks = false, skipdirblocks;
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int platformtile;
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bool vertplatforms, horplatforms;
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@ -3425,6 +3425,8 @@ void scriptclass::hardreset( KeyPoll& key, Graphics& dwgfx, Game& game,mapclass&
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game.teleport = false;
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game.companion = 0;
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game.roomchange = false;
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game.roomx = 0;
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game.roomy = 0;
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game.teleport_to_new_area = false;
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game.teleport_to_x = 0;
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game.teleport_to_y = 0;
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@ -3460,6 +3462,8 @@ void scriptclass::hardreset( KeyPoll& key, Graphics& dwgfx, Game& game,mapclass&
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game.savetime = "00:00";
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game.savearea = "nowhere";
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game.savetrinkets = 0;
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game.saverx = 0;
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game.savery = 0;
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game.intimetrial = false;
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game.timetrialcountdown = 0;
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@ -3534,7 +3538,9 @@ void scriptclass::hardreset( KeyPoll& key, Graphics& dwgfx, Game& game,mapclass&
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map.resetnames();
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map.custommode=false;
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map.custommodeforreal=false;
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map.towermode=false;
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map.cameraseekframe = 0;
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map.resumedelay = 0;
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map.customshowmm=true;
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for (j = 0; j < 20; j++)
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