Use ObjFW functions for memory management

FossilOrigin-Name: 71ebb79f8f6a5c2920c91b004bf274f9133e3ee04caddaf0f5ba01f98db27762
This commit is contained in:
Jonathan Schleifer 2025-03-08 03:26:23 +00:00
parent a28209edcf
commit 3d8735818d
10 changed files with 23 additions and 32 deletions

View file

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