- some cleanup.

This commit is contained in:
Christoph Oelckers 2017-03-12 20:04:46 +01:00
parent 4cd0d3d454
commit b52d1c3d50

View file

@ -150,7 +150,7 @@ protected:
bool m_swapped = false;
};
TArray<FLightDefaults *> LightDefaults;
TDeletingArray<FLightDefaults *> LightDefaults;
//-----------------------------------------------------------------------------
//
@ -870,25 +870,6 @@ void ParseObject(FScanner &sc)
}
//-----------------------------------------------------------------------------
//
//
//
//-----------------------------------------------------------------------------
static void ReleaseLights()
{
unsigned int i;
for (i = 0; i < LightDefaults.Size(); i++)
{
delete LightDefaults[i];
}
LightAssociations.Clear();
LightDefaults.Clear();
}
//==========================================================================
//
//
@ -945,7 +926,7 @@ enum
// There is no functionality for this stuff!
//
//==========================================================================
bool _gl_ParseShader(FScanner &sc)
bool ParseShader(FScanner &sc)
{
int ShaderDepth = 0;
@ -1281,7 +1262,7 @@ static void DoParseDefs(FScanner &sc, int workingLump)
// This has been intentionally removed
break;
case TAG_SHADER:
_gl_ParseShader(sc);
ParseShader(sc);
break;
case TAG_CLEARSHADERS:
break;
@ -1346,8 +1327,8 @@ void ParseGLDefs()
{
const char *defsLump = NULL;
atterm(ReleaseLights );
ReleaseLights();
LightAssociations.Clear();
LightDefaults.Clear();
gl_DestroyUserShaders();
switch (gameinfo.gametype)
{