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Indeed and it proved to be of great assistance. It turns out that when you Load a save from within the game Windows sends a message notifying the app to destroy the GameWindow (the one that shows the map). It then immediately invokes the code to load the save. This creates a new Game Window and set the Instance variable so we have a pointer to the Game Window that we can use. Then the message from the Windows system arrives to destroy the old GameWindow. Inside the destructor there is a line which kills off the Instance variable. Alas it wasn't checking to see if the Instance variable still pointed to the soon to be destroyed GameWindow. Hence when it came time to open the OB dialog it got a NULL pointer for the GameWindow and promptly crashed. It now checks and only removes the pointer if the Instance and the window are one and the same. Works like a charm now.
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