Hello acme_pjz,
acme_pjz {l Wrote}:I think the event queue should be empty when saving

Maybe you can add some test code to print out whether the event queue is empty when saving

At the moment the eventQueue is almost always filled with one or two events when saving at a checkpoint (PlayerIsOn events).
One way to be sure that the eventQueue is empty, is by moving the save/load code after the event handling code.
This works reasonable and probably flawless for the default block event handling, but with scripting there might be some problems.
If a block moves "into" the player through scripting at the same moment the player saves, he will get squashed instead of pushed when the state is loaded.
This is because there are no save variables for dy/dx, which can easily be solved by adding them, but I'm afraid there might be more similar problems with this approach...
Anyway, it
should work, so I've committed a fix to svn, it's in svn revision 667.
