/* =========================================================================== Copyright (C) 1999 - 2005, Id Software, Inc. Copyright (C) 2000 - 2013, Raven Software, Inc. Copyright (C) 2001 - 2013, Activision, Inc. Copyright (C) 2013 - 2015, OpenJK contributors This file is part of the OpenJK source code. OpenJK is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License version 2 as published by the Free Software Foundation. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, see <http://www.gnu.org/licenses/>. =========================================================================== */ // // g_mem.c // // leave this line at the top for all g_xxxx.cpp files... #include "g_headers.h" #include "g_local.h" /*#define POOLSIZE (2 * 1024 * 1024) static char memoryPool[POOLSIZE]; */ static int allocPoint; static cvar_t *g_debugalloc; void *G_Alloc( int size ) { if ( g_debugalloc->integer ) { gi.Printf( "G_Alloc of %i bytes\n", size ); } allocPoint += size; return gi.Malloc(size, TAG_G_ALLOC, qfalse); } void G_InitMemory( void ) { allocPoint = 0; g_debugalloc = gi.cvar ("g_debugalloc", "0", 0); } void Svcmd_GameMem_f( void ) { gi.Printf( "Game memory status: %i allocated\n", allocPoint ); }