Update of bug #15787 (project wesnoth):

                  Status:                   Fixed => Confirmed              

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Follow-up Comment #3:

That wasn't the only segfault triggered.

Here's a (symbol-less) backtrace of another segfault. I'm compiling a debug
build as we speak.


#0  0x0821a4f3 in unit_animation::unit_animation ()
#1  0x081f3a81 in unit::start_animation ()
#2  0x081f3dd2 in unit::set_standing ()
#3  0x081f837c in unit::redraw_unit ()
#4  0x080acbd0 in game_display::redraw_units ()
#5  0x080ad668 in game_display::draw_invalidated ()
#6  0x0864f0fe in display::draw ()
#7  0x0864f677 in display::scroll_to_xy ()
#8  0x0864fdc0 in display::scroll_to_tile ()
#9  0x0818d17a in playsingle_controller::init_gui ()
#10 0x08192215 in playsingle_controller::play_scenario ()
#11 0x081820d4 in play_game ()
#12 0x0805bed9 in (anonymous namespace)::game_controller::play_test ()
#13 0x080650f4 in do_gameloop ()
#14 0x08065f0c in main ()


To reproduce, add the following to the first [standing_anim] of the Wolf
Rider, then start the test scenario.

[filter]
    [filter_location]
        time_of_day=chaotic
    [/filter_location]
[/filter]


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