Fix segfault with image overlay when restarting a room. - #1152
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ISSUE: When you have an image overlay command that cancels a layer AND another on the same layer that has `Loop -1`, restarting the room can cause a segfault. DIAGNOSIS: The exact issue was in `DisplayPersistingImageOverlays`; if there were two private datas and the first image overlay cleared the second one we ended up with no private data. But then `pObj = CueEvents.GetFirstPrivateData(cid);` would set `pObj` to null causing a segfault due to playing with deleted/undefiend memory. SOLUTION: Moved the proceeding to the next private data to the end of effect removing code.
mrimer
approved these changes
May 8, 2026
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ISSUE: When you have an image overlay command that cancels a layer AND another on the same layer that has
Loop -1, restarting the room can cause a segfault.DIAGNOSIS: The exact issue was in
DisplayPersistingImageOverlays; if there were two private datas and the first image overlay cleared the second one we ended up with no private data. But thenpObj = CueEvents.GetFirstPrivateData(cid);would setpObjto null causing a segfault due to playing with deleted/undefiend memory.SOLUTION: Moved the proceeding to the next private data to the end of effect removing code.
REFERENCE: https://forum.caravelgames.com/viewtopic.php?TopicID=47386