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allocate temporary state label strings from the compiler backend's allocator.
They share appoximate lifetime so this gets rid of 3 more copystring calls.
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1 changed files with 4 additions and 4 deletions
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@ -40,6 +40,7 @@
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#include "thingdef.h"
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#include "r_state.h"
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#include "templates.h"
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#include "codegen.h"
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// stores indices for symbolic state labels for some old-style DECORATE functions.
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@ -702,7 +703,7 @@ void FStateDefinitions::RetargetStatePointers (intptr_t count, const char *targe
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}
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else
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{
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statelist[i].State = (FState *)copystring (target);
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statelist[i].State = (FState *)FxAlloc.Strdup(target);
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statelist[i].DefineFlags = SDF_LABEL;
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}
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}
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@ -803,7 +804,6 @@ FState *FStateDefinitions::ResolveGotoLabel (PClassActor *mytype, char *name)
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{
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Printf (TEXTCOLOR_RED "Attempt to get invalid state %s from actor %s.\n", label, type->TypeName.GetChars());
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}
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delete[] namestart; // free the allocated string buffer
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return state;
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}
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@ -867,7 +867,7 @@ bool FStateDefinitions::SetGotoLabel(const char *string)
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// copy the text - this must be resolved later!
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if (laststate != NULL)
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{ // Following a state definition: Modify it.
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laststate->NextState = (FState*)copystring(string);
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laststate->NextState = (FState*)FxAlloc.Strdup(string);
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laststate->DefineFlags = SDF_LABEL;
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laststatebeforelabel = NULL;
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return true;
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@ -877,7 +877,7 @@ bool FStateDefinitions::SetGotoLabel(const char *string)
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RetargetStates (lastlabel+1, string);
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if (laststatebeforelabel != NULL)
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{
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laststatebeforelabel->NextState = (FState*)copystring(string);
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laststatebeforelabel->NextState = (FState*)FxAlloc.Strdup(string);
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laststatebeforelabel->DefineFlags = SDF_LABEL;
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laststatebeforelabel = NULL;
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}
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