bugfix(saveload): Fix aircraft carrier ramp state serialized out of bounds#2997
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xezon merged 1 commit intoJul 26, 2026
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| Filename | Overview |
|---|---|
| GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Behavior/FlightDeckBehavior.cpp | Updates ramp-state save/load indexing from the out-of-bounds constant index to the active runway index. |
Prompt To Fix All With AI
Fix the following 1 code review issue. Work through them one at a time, proposing concise fixes.
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### Issue 1 of 1
GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Behavior/FlightDeckBehavior.cpp:1705
**Old Saves Load Garbage Ramp State**
When a save created before this change is loaded, the two bool slots still contain bytes that were saved from `m_rampUp[MAX_RUNWAYS]`, not from the real ramp flags. This line now copies those stale bytes into `m_rampUp[i]`, so existing saves can load with a runway ramp incorrectly marked up and alter carrier launch or ramp sequencing.
Reviews (1): Last reviewed commit: "bugfix(savegame): Fix aircraft carrier r..." | Re-trigger Greptile
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Fixes #2995
FlightDeckBehavior::xferserializes the launch ramp state withxfer->xferBool( &m_rampUp[ MAX_RUNWAYS ] )inside thefor ( i = 0; i < MAX_RUNWAYS; i++ )loop.m_rampUpisBool[ MAX_RUNWAYS ]and the last member of the class, so indexing it with the constantMAX_RUNWAYSreads and writes one element past the array on every save and load. The realm_rampUp[0]/m_rampUp[1]are never saved or restored, so on load the ramp state reverts to its constructed value and the launch sequence can replay.Now the ramp state is indexed by the loop variable
i. This does not change the save layout (same two bools), so existing saves still load.Todo: