fix crash when hovering the mouse over invalid wall types
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6b1e99a731
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7379a6b5ba
@ -740,6 +740,9 @@ void GameSave::readOPS(char * data, int dataLength)
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fanVelX[blockY+y][blockX+x] = (fanData[j++]-127.0f)/64.0f;
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fanVelY[blockY+y][blockX+x] = (fanData[j++]-127.0f)/64.0f;
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}
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if (blockMap[y][x] < 0 || blockMap[y][x] >= UI_WALLCOUNT)
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blockMap[y][x] = 0;
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}
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}
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}
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@ -1195,6 +1198,9 @@ void GameSave::readPSv(char * data, int dataLength)
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blockMap[y][x]=WL_GRAV;
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else if (blockMap[y][x]==O_WL_ALLOWENERGY)
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blockMap[y][x]=WL_ALLOWENERGY;
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if (blockMap[y][x] < 0 || blockMap[y][x] >= UI_WALLCOUNT)
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blockMap[y][x] = 0;
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}
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p++;
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@ -1298,7 +1298,7 @@ std::string GameController::ElementResolve(int type)
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std::string GameController::WallName(int type)
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{
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if(gameModel && gameModel->GetSimulation() && gameModel->GetSimulation()->wtypes && type >= 0)
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if(gameModel && gameModel->GetSimulation() && gameModel->GetSimulation()->wtypes && type >= 0 && type < UI_WALLCOUNT)
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return std::string(gameModel->GetSimulation()->wtypes[type].name);
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else
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return "";
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