I have tried doing the fix with the code from your post first. But if the kid were return to the room on the left (the original guard room) in the spike row, it would resurrect the guard behind him.David wrote: ↑October 31st, 2020, 1:26 pm Maybe it happened with this slightly different fix I tried, I'm not sure.Anyway, I added your fix: https://github.com/NagyD/SDLPoP/commit/ ... 8121bf8491Code: Select all
if (Char.room != curr_room) { Char.room = curr_room; leave_guard(); }
The last screenshot for me is the room with spikes which is the room on the right.
And thanks for including the fix.