From b58372158144a7defc34bc0cbcef012c1d41e0dc Mon Sep 17 00:00:00 2001 From: Michael Date: Tue, 26 Nov 2013 11:36:51 -0500 Subject: [PATCH] Actually fixed the bug I thought I fixed ages ago. Turns out saving at outposts is a stupid idea! --- script/world.js | 4 ---- 1 file changed, 4 deletions(-) diff --git a/script/world.js b/script/world.js index e51fd2a..62a1c9e 100644 --- a/script/world.js +++ b/script/world.js @@ -911,8 +911,6 @@ var World = { useOutpost: function() { Notifications.notify(null, 'water replenished'); World.setWater(World.getMaxWater()); - // Save progress at outposts - $SM.setM('game.world', World.state); // Mark this outpost as used World.usedOutposts[World.curPos[0] + ',' + World.curPos[1]] = true; }, @@ -921,8 +919,6 @@ var World = { Engine.keyLock = false; // Explore in a temporary world-state. We'll commit the changes if you return home safe. World.state = $.extend(true, {}, $SM.get('game.world')); - // Some weirdness in jQuery's extend method is causing the map to not be deep copied... - World.state.map = $.extend(true, {}, World.state.map); World.setWater(World.getMaxWater()); World.setHp(World.getMaxHealth()); World.foodMove = 0;