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fixed the root cause instead of ignoring it
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@ -544,6 +544,7 @@ void cutsceneSerializeWrite(struct Serializer* serializer, SerializeAction actio
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while (curr) {
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action(serializer, &curr->soundId, sizeof(u16));
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action(serializer, &curr->subtitleId, sizeof(s16));
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u8 volume = (u8)(clampf(curr->volume, 0.0f, 1.0f) * 255.0f);
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action(serializer, &volume, sizeof(volume));
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curr = curr->next;
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@ -60,7 +60,7 @@ void saveGamePopulate(struct SaveGameMenu* saveGame, int includeNew) {
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enum MenuDirection saveGameUpdate(struct SaveGameMenu* saveGame) {
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if (controllerGetButtonDown(0, A_BUTTON) && saveGame->savefileList->numberOfSaves) {
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Checkpoint* save = stackMalloc(MAX_CHECKPOINT_SIZE);
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if (!cutsceneIsSoundQueued() && checkpointSaveInto(&gScene, save)) {
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if (checkpointSaveInto(&gScene, save)) {
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savefileSaveGame(save, gScreenGrabBuffer, levelGetChamberNumber(gCurrentLevelIndex, gScene.player.body.currentRoom), gCurrentTestSubject, savefileGetSlot(saveGame->savefileList));
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saveGamePopulate(saveGame, 0);
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soundPlayerPlay(SOUNDS_BUTTONCLICKRELEASE, 1.0f, 0.5f, NULL, NULL, SoundTypeAll);
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