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- fixed: The light defaults were not fully deleted on an engine restart.
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7e2540732d
commit
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3 changed files with 3 additions and 3 deletions
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@ -2783,7 +2783,7 @@ void D_DoomMain (void)
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DestroyCVarsFlagged(CVAR_MOD); // Delete any cvar left by mods
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DestroyCVarsFlagged(CVAR_MOD); // Delete any cvar left by mods
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FS_Close(); // destroy the global FraggleScript.
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FS_Close(); // destroy the global FraggleScript.
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DeinitMenus();
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DeinitMenus();
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LightDefaults.Clear(); // this can leak heap memory if it isn't cleared.
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LightDefaults.DeleteAndClear(); // this can leak heap memory if it isn't cleared.
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// delete DoomStartupInfo data
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// delete DoomStartupInfo data
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DoomStartupInfo.Name = (const char*)0;
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DoomStartupInfo.Name = (const char*)0;
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@ -80,7 +80,7 @@ public:
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}
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}
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protected:
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protected:
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FName m_Name;
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FName m_Name = NAME_None;
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int m_Args[5] = { 0,0,0,0,0 };
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int m_Args[5] = { 0,0,0,0,0 };
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double m_Param = 0;
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double m_Param = 0;
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DVector3 m_Pos = { 0,0,0 };
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DVector3 m_Pos = { 0,0,0 };
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@ -1772,7 +1772,7 @@ void ParseGLDefs()
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{
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{
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const char *defsLump = NULL;
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const char *defsLump = NULL;
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LightDefaults.Clear();
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LightDefaults.DeleteAndClear();
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//gl_DestroyUserShaders(); function says 'todo'
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//gl_DestroyUserShaders(); function says 'todo'
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switch (gameinfo.gametype)
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switch (gameinfo.gametype)
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{
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{
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