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authorStarla Insigna <hatkirby@fourisland.com>2009-03-09 17:02:53 -0400
committerStarla Insigna <hatkirby@fourisland.com>2009-03-09 17:02:53 -0400
commitaa575d82717f50c3724be72ca7ab4bcb8de725ee (patch)
tree9a143b28c939d1713ad2dcc685e421f8548b578e /nbproject
parent5c0f253d5d59a042f57c4cb209092729ece8a310 (diff)
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Engine: Fixed walk-thru bug
Two specific events on the test map were always running over eachother. This problem started a few commits ago, but it was uncertain which commit this was. The key to solving the problem, as all other debugging didn't show anything, was that a certain event appeared to be blocked by something when it walked downward, which wasn't there. It was then discerned that that location was the original location of a moving event.

From there it was discerned that the parent map used by AbstractEvent was the original map that was copied from, not the map being used by MapViewGameState. A simple change to Map's copy() function fixed this.
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