Pool fixes from master
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@@ -35,7 +35,7 @@
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CColPoint gaTempSphereColPoints[MAX_COLLISION_POINTS];
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CPtrList CWorld::ms_bigBuildingsList[4];
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CPtrList CWorld::ms_bigBuildingsList[NUM_LEVELS];
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CPtrList CWorld::ms_listMovingEntityPtrs;
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CSector CWorld::ms_aSectors[NUMSECTORS_Y][NUMSECTORS_X];
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uint16 CWorld::ms_nCurrentScanCode;
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@@ -1781,21 +1781,29 @@ CWorld::ShutDown(void)
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CWorld::Remove(pEntity);
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delete pEntity;
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}
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#ifndef FIX_BUGS
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pSector->m_lists[ENTITYLIST_BUILDINGS].Flush();
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pSector->m_lists[ENTITYLIST_BUILDINGS_OVERLAP].Flush();
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pSector->m_lists[ENTITYLIST_DUMMIES].Flush();
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pSector->m_lists[ENTITYLIST_DUMMIES_OVERLAP].Flush();
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#endif
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}
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for(int32 i = 0; i < 4; i++) {
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for(CPtrNode *pNode = GetBigBuildingList((eLevelName)i).first; pNode; pNode = pNode->next) {
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for(int32 i = 0; i < NUM_LEVELS; i++) {
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for(CPtrNode *pNode = ms_bigBuildingsList[i].first; pNode; pNode = pNode->next) {
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CEntity *pEntity = (CEntity *)pNode->item;
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// Maybe remove from world here?
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delete pEntity;
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}
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GetBigBuildingList((eLevelName)i).Flush();
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ms_bigBuildingsList[i].Flush();
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}
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for(int i = 0; i < NUMSECTORS_X * NUMSECTORS_Y; i++) {
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CSector *pSector = GetSector(i % NUMSECTORS_X, i / NUMSECTORS_Y);
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#ifdef FIX_BUGS
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pSector->m_lists[ENTITYLIST_BUILDINGS].Flush();
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pSector->m_lists[ENTITYLIST_BUILDINGS_OVERLAP].Flush();
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pSector->m_lists[ENTITYLIST_DUMMIES].Flush();
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pSector->m_lists[ENTITYLIST_DUMMIES_OVERLAP].Flush();
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#endif
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if(pSector->m_lists[ENTITYLIST_BUILDINGS].first) {
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sprintf(gString, "Building list %d,%d not empty\n", i % NUMSECTORS_X, i / NUMSECTORS_Y);
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pSector->m_lists[ENTITYLIST_BUILDINGS].Flush();
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