Use ObjFW functions for memory management
FossilOrigin-Name: 71ebb79f8f6a5c2920c91b004bf274f9133e3ee04caddaf0f5ba01f98db27762
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10 changed files with 23 additions and 32 deletions
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@ -100,7 +100,7 @@ spawnstate(dynent *d) // reset player state not persistent accross spawns
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dynent *
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newdynent() // create a new blank player or monster
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{
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dynent *d = (dynent *)malloc(sizeof(dynent));
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dynent *d = (dynent *)OFAllocMemory(1, sizeof(dynent));
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d->o.x = 0;
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d->o.y = 0;
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d->o.z = 0;
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@ -185,8 +185,7 @@ arenarespawn()
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void
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zapdynent(dynent *&d)
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{
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if (d)
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free(d);
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OFFreeMemory(d);
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d = NULL;
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}
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@ -281,9 +280,9 @@ updateworld(int millis) // main game update loop
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lastmillis = millis;
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}
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// brute force but effective way to find a free spawn spot in the map
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void
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entinmap(dynent *
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d) // brute force but effective way to find a free spawn spot in the map
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entinmap(dynent *d)
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{
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loopi(100) // try max 100 times
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{
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