- fixed: The light defaults were not fully deleted on an engine restart.

This commit is contained in:
Christoph Oelckers 2018-12-15 15:36:43 +01:00
parent faa4bb45c9
commit 1aba33122b
3 changed files with 3 additions and 3 deletions

View file

@ -2709,7 +2709,7 @@ void D_DoomMain (void)
DestroyCVarsFlagged(CVAR_MOD); // Delete any cvar left by mods DestroyCVarsFlagged(CVAR_MOD); // Delete any cvar left by mods
FS_Close(); // destroy the global FraggleScript. FS_Close(); // destroy the global FraggleScript.
DeinitMenus(); DeinitMenus();
LightDefaults.Clear(); // this can leak heap memory if it isn't cleared. LightDefaults.DeleteAndClear(); // this can leak heap memory if it isn't cleared.
// delete DoomStartupInfo data // delete DoomStartupInfo data
DoomStartupInfo.Name = (const char*)0; DoomStartupInfo.Name = (const char*)0;

View file

@ -85,7 +85,7 @@ public:
} }
protected: protected:
FName m_Name; FName m_Name = NAME_None;
int m_Args[5] = { 0,0,0,0,0 }; int m_Args[5] = { 0,0,0,0,0 };
double m_Param = 0; double m_Param = 0;
DVector3 m_Pos = { 0,0,0 }; DVector3 m_Pos = { 0,0,0 };

View file

@ -1758,7 +1758,7 @@ void ParseGLDefs()
{ {
const char *defsLump = NULL; const char *defsLump = NULL;
LightDefaults.Clear(); LightDefaults.DeleteAndClear();
//gl_DestroyUserShaders(); function says 'todo' //gl_DestroyUserShaders(); function says 'todo'
switch (gameinfo.gametype) switch (gameinfo.gametype)
{ {