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Calculate tidalsize before using it in mouseovers.
This way the game doesn't immediately crash when restoring a save in tidal areas.
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parent
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1
help.cpp
1
help.cpp
@ -881,6 +881,7 @@ EX void describeMouseover() {
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if(shmup::on)
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if(shmup::on)
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out += " (" + its(c->landparam)+")";
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out += " (" + its(c->landparam)+")";
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else {
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else {
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calcTidalPhase();
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bool b = c->landparam >= tide[(turncount-1) % tidalsize];
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bool b = c->landparam >= tide[(turncount-1) % tidalsize];
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int t = 1;
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int t = 1;
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for(; t < 1000 && b == (c->landparam >= tide[(turncount+t-1) % tidalsize]); t++) ;
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for(; t < 1000 && b == (c->landparam >= tide[(turncount+t-1) % tidalsize]); t++) ;
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