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- Exhumed: fixed trap setup.
Must clear the structure before the first return and iterate over the walls by reference, otherwise bad pointers will get copied.
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1 changed files with 2 additions and 4 deletions
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@ -1210,6 +1210,7 @@ int BuildTrap(DExhumedActor* pActor, int edx, int ebx, int ecx)
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int var_10 = ecx;
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int var_10 = ecx;
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int nTrap = sTrap.Reserve(1);
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int nTrap = sTrap.Reserve(1);
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sTrap[nTrap] = {};
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ChangeActorStat(pActor, 0);
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ChangeActorStat(pActor, 0);
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@ -1241,12 +1242,9 @@ int BuildTrap(DExhumedActor* pActor, int edx, int ebx, int ecx)
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return nTrap;
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return nTrap;
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}
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}
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sTrap[nTrap].pWall1 = nullptr;
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sTrap[nTrap].pWall2 = nullptr;
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auto pSector = pSprite->sector();
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auto pSector = pSprite->sector();
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for(auto wal : wallsofsector(pSector))
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for(auto& wal : wallsofsector(pSector))
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{
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{
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if (var_18 == wal.hitag)
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if (var_18 == wal.hitag)
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{
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{
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