fix problems found with valgrind with shifting stamps and saving
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parent
f138e10917
commit
0939494747
@ -877,7 +877,7 @@ RequestStatus Client::UploadSave(SaveInfo & save)
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{
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if(strncmp((const char *)data, "OK", 2)!=0)
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{
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if(gameData) free(gameData);
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if(gameData) delete[] gameData;
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lastError = std::string((const char *)data);
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free(data);
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return RequestFailure;
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@ -898,14 +898,14 @@ RequestStatus Client::UploadSave(SaveInfo & save)
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}
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}
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free(data);
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if(gameData) free(gameData);
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if(gameData) delete[] gameData;
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return RequestOkay;
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}
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else if(data)
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{
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free(data);
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}
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if(gameData) free(gameData);
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if(gameData) delete[] gameData;
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return RequestFailure;
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}
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@ -366,7 +366,7 @@ void GameSave::Transform(matrix2d transform, vector2d translate)
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signs[i].x = nx;
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signs[i].y = ny;
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}
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for (i=0; i<NPART; i++)
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for (i=0; i<particlesCount; i++)
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{
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if (!particles[i].type) continue;
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pos = v2d_new(particles[i].x, particles[i].y);
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@ -410,13 +410,13 @@ void GameSave::Transform(matrix2d transform, vector2d translate)
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blockWidth = newBlockWidth;
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blockHeight = newBlockHeight;
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delete blockMap;
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delete fanVelX;
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delete fanVelY;
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delete[] blockMap;
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delete[] fanVelX;
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delete[] fanVelY;
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delete blockMapPtr;
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delete fanVelXPtr;
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delete fanVelYPtr;
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delete[] blockMapPtr;
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delete[] fanVelXPtr;
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delete[] fanVelYPtr;
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blockMap = blockMapNew;
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fanVelX = fanVelXNew;
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@ -69,12 +69,12 @@ void Thumbnail::Resize(ui::Point newSize)
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Data = Graphics::resample_img(thumbData, Size.X, Size.Y, Size.X * scaleFactor, Size.Y * scaleFactor);
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Size.X *= scaleFactor;
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Size.Y *= scaleFactor;
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delete thumbData;
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delete[] thumbData;
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}
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}
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Thumbnail::~Thumbnail()
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{
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if(Data)
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delete Data;
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delete[] Data;
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}
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@ -4839,7 +4839,8 @@ Simulation::Simulation():
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lighting_recreate(0),
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force_stacking_check(0),
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ISWIRE(0),
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VINE_MODE(0)
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VINE_MODE(0),
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gravWallChanged(false)
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{
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int tportal_rx[] = {-1, 0, 1, 1, 1, 0,-1,-1};
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int tportal_ry[] = {-1,-1,-1, 0, 1, 1, 1, 0};
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@ -4917,6 +4918,13 @@ Simulation::Simulation():
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memcpy(gmenu, golMenuT, sizeof(gol_menu) * golMenuCount);
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free(golMenuT);
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Element_STKM::STKM_init_legs(this, &player, 0);
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player.spwn = 1;
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player.elem = PT_DUST;
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Element_STKM::STKM_init_legs(this, &player2, 0);
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player2.spwn = 1;
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player2.elem = PT_DUST;
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init_can_move();
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clear_sim();
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