Maybe this is what breaks your game?
if (event == eEventEnterRoomBeforeFadein) {
if ((data >= 1) && (data <= 6)) { // only set the timer for the rooms that are going to use it
SetTimer(1, GetGameSpeed() * sldSpeed.Value);
}
else SetTimer(1, 0); // disable the timer for other rooms
}
Unless you have already changed it appropriately to match the possible range of rooms to teleport to.
if (event == eEventEnterRoomBeforeFadein) {
if ((data >= 1) && (data <= 6)) { // only set the timer for the rooms that are going to use it
SetTimer(1, GetGameSpeed() * sldSpeed.Value);
}
else SetTimer(1, 0); // disable the timer for other rooms
}
Unless you have already changed it appropriately to match the possible range of rooms to teleport to.