Closed aserebryakov closed 11 years ago
There is a for-loop with the following start/end conditions:
block = mainzone->blocklist.next // start condition block != &mainzone->blocklist // end condition
It looks like the end condition is always TRUE
.
Possibly the issue is caused by the incorrect allocation.
The issue does not appear on the 320x200 version.
The issue does not appear if game is built using 320x200 screen resolution.
That can point on the memory corruption with increased resolution.
The fix provided in the commit 5eb9882a24122757d3de8e686bdf68265d242b11.
The problem was caused by the following: At ST_init() function there allocated buffer for status bar drawing with size 320x32. At function ST_refreshBackground() this buffer is written by V_DrawPatch(). As screen resolution was increased, allocated buffer was not big enough. That fact caused memory corruption.
Fixed
Game crashes on a new game start after the player death.
Segmentation fault in Z_FreeTags() function.