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[08:17:43] <wjp> watt: I hope so...
[08:52:11] <Colourless> a skeleton isn't of type item, so i can imagine that causing problem
[08:52:13] <Colourless> s
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[08:54:42] <wjp> hm, no, it is a subclass of Item
[08:57:02] <wjp> come to think of it I'm still not 100% sure what exactly the problem is
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[09:12:32] <wjp> for the record, the Objects stored in the savegame were in totally a different map
[09:13:13] <wjp> they were valid Items that got corrupted by a switchMap and/or saveGame somehow
[09:13:37] <wjp> maybe
[09:14:07] <wjp> I should look at this a bit closer tonight
[09:36:52] <Colourless> in a savegame is the 'map' field used by multiple things?
[09:37:18] <wjp> which field is that?
[09:37:19] <Colourless> i'm guessing no as our savegames are quite different to the originals
[09:37:41] * Colourless is thinking of the way the original game stored thigngs
[09:42:19] <wjp> if I load pent07.sav attached to the savegame, then walk to another map, then reset the engine, I get a double free
[09:42:25] <wjp> s/savegame/bug report/
[09:44:01] <wjp> specifically of that item in the barrel in the basement of the palace
[09:44:28] <wjp> the second free is the correct free, so the first free was apparently invalid
[09:45:35] <wjp> I'm tempted to think it would have occurred during the switchMap
[09:47:42] <wjp> (maybe...)
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[14:13:31] <watt> Should we consider implementing refererence counts to avoid potential double frees?
[14:15:32] <watt> or would that really even help?
[14:16:15] <wjp> I don't think it'll help here
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