Hi, > This was in HQ1, using the in-game Save functionality. > >> if (foo->type == PARSE_TREE_NODE_LEAF) [...] These issues appear to stem from the generated savegame code writing all of the static parse tree memory to disk (and, subsequently, reading it again). This should not be an issue since a) We set some other flags as soon as the parse tree is valid b) Those parts of the parse tree memory that aren't used can't be reached during a normal parse tree traversal (at least in theory). llap, Christoph
