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The assumption was made that every object in the ToDestroy list wasn't destroyed yet. This assumption is wrong in case one object destroys an owned one on its own destruction. Instead this case must be properly dealt with and duplicate destruction be avoided. This happened with the panel sprite sentinel in SW's player object. |
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autosegs.cpp | ||
autosegs.h | ||
dobject.cpp | ||
dobject.h | ||
dobjgc.cpp | ||
dobjgc.h | ||
dobjtype.cpp | ||
dobjtype.h |