Fixed the game-breaking memory failure. Was a failure to free a json resource.
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@@ -75,7 +75,10 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
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REGISTRY_CHARACTER,
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"little guy",
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NULL);
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actorptr->state = (ACTOR_STATE_ALIVE | ACTOR_STATE_FACE_LEFT);
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actorptr->state = (ACTOR_STATE_ALIVE | ACTOR_STATE_FACE_LEFT | ACTOR_STATE_MOVING_LEFT);
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actorptr->x = 320;
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actorptr->y = 240;
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actorptr->visible = true;
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} EXCEPT {
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} CATCH(EXC_NULLPOINTER) {
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SDL_Log("Attempting to load asset: %s (%s)", EXCLIB_EXCEPTION->description, SDL_GetError());
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@@ -95,7 +98,7 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
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return SDL_APP_FAILURE;
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} FINALLY {
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} ETRY;
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*/
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*/
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TRY {
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tilemap_load("../assets/tilemap.tmj", &gamemap);
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@@ -105,6 +108,7 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
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return SDL_APP_FAILURE;
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} FINALLY {
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} ETRY;
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camera.x = 0;
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camera.y = 0;
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@@ -140,9 +144,9 @@ SDL_AppResult SDL_AppIterate(void *appstate)
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BITMASK_ADD(opflags.flags, ITERATOR_OP_RENDER);
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for ( i = 0; i < gamemap.numlayers; i++ ) {
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opflags.layerid = i;
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tilemap_draw(renderer, &gamemap, &camera, i);
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SDL_EnumerateProperties(REGISTRY_ACTOR, ®istry_iterate_actor, (void *)&opflags);
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opflags.layerid = i;
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tilemap_draw(renderer, &gamemap, &camera, i);
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SDL_EnumerateProperties(REGISTRY_ACTOR, ®istry_iterate_actor, (void *)&opflags);
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}
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SDL_RenderPresent(renderer);
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return SDL_APP_CONTINUE;
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