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See this carefully
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@ -51,11 +51,15 @@ void CGameControllerDDRace::InitTeleporter()
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Count = new int[m_ArraySize];
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mem_zero(m_pNumTele, m_ArraySize*sizeof(int));
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mem_zero(Count, m_ArraySize*sizeof(int));
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/* No need in it u use mem_zero
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for (int i = 0; i < m_ArraySize; ++i)
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Count[i] = m_pNumTele[i] = 0;
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*/
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int Width = GameServer()->Collision()->Layers()->TeleLayer()->m_Width;
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int Height = GameServer()->Collision()->Layers()->TeleLayer()->m_Height;
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// Count
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for(int i = 0; i < GameServer()->Collision()->Layers()->TeleLayer()->m_Width*GameServer()->Collision()->Layers()->TeleLayer()->m_Height; i++)
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for(int i = 0; i < Width*Height; i++)
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{
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if(GameServer()->Collision()->TeleLayer()[i].m_Number > 0 && GameServer()->Collision()->TeleLayer()[i].m_Type == TILE_TELEOUT)
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{
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@ -66,13 +70,16 @@ void CGameControllerDDRace::InitTeleporter()
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}
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m_pTele1D = new vec2[m_TotalTele];
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mem_zero(m_pTele1D, m_TotalTele*sizeof(vec2));
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//Please rewrite this place in next lines you broke all initialization
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m_pTele2D = (vec2**)m_pTele1D;
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for (int i = 0; i < m_ArraySize; ++i)
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{
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m_pTele2D[i] = new vec2[m_pNumTele[i]];
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mem_zero(m_pTele2D[i], m_pNumTele[i]*sizeof(vec2));
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}
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for(int i = 0; i < GameServer()->Collision()->Layers()->TeleLayer()->m_Width*GameServer()->Collision()->Layers()->TeleLayer()->m_Height; i++)
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for(int i = 0; i < Width*Height; i++)
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{
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if(GameServer()->Collision()->TeleLayer()[i].m_Number > 0 && GameServer()->Collision()->TeleLayer()[i].m_Type == TILE_TELEOUT)
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{
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