Several fixes for the CloneMapEvent/DestroyMapEvent commands - #3411
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…p data from a savegame
…or target event id ("ThisEvent") (EasyRPG#3393)
…ent_id (by using an invalid pointer after the content of vector has been rewritten)
| if (is_cloned_evt && CloneMapEvent( | ||
| save_ev.easyrpg_clone_map_id, save_ev.easyrpg_clone_event_id, | ||
| save_ev.position_x, save_ev.position_y, | ||
| save_ev.ID, "")) { // FIXME: Customized event names for saved events aren't part of liblcf/SaveMapEvent at the moment & thus cannot be restored |
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btw you can add a new chunk for this. Just won't be fixed as part of the patch release as we don't bump liblcf.
Ghabry
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The "Clone Event" upon load will likely fail in the web player because of async fetch requirements when the map is different but I don't see a simple solution for this right now :/
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Because this is loading code I don't want that it crashes for the user so I added another range check and removed the assert. @florianessl could you quickly test this again with some games (and with your Clone Destroy Event stuff xD) |
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Well, it looks like it works fine with Urban Purrrge. And that game spawns 1000s of mobs & blood stains :D |
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Okay I think this received enough testing. Gonna merge it. |
…tFixes Several fixes for the CloneMapEvent/DestroyMapEvent commands

Fixes following issues with these EasyRPG-commands:
Test project:
CloneDestroyMapEventTest.zip