Use one autorelease pool per frame
This way, nowhere else autorelease pools need to be managed. FossilOrigin-Name: 489124a92fd2a7e6d543b58ce50e454f2cb1647c81b4ba637d6c252404012ddd
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a67b134eb2
commit
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22 changed files with 1262 additions and 1443 deletions
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@ -203,34 +203,31 @@ renderents() // show sparkly thingies for map entities in edit mode
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void
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loadsky(OFString *basename)
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{
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@autoreleasepool {
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static OFString *lastsky = @"";
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static OFString *lastsky = @"";
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basename = [basename stringByReplacingOccurrencesOfString:@"\\"
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withString:@"/"];
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basename = [basename stringByReplacingOccurrencesOfString:@"\\"
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withString:@"/"];
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if ([lastsky isEqual:basename])
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return;
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if ([lastsky isEqual:basename])
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return;
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static const OFString *side[] = { @"ft", @"bk", @"lf", @"rt",
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@"dn", @"up" };
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int texnum = 14;
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loopi(6)
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{
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OFString *path =
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[OFString stringWithFormat:@"packages/%@_%@.jpg",
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basename, side[i]];
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static const OFString *side[] = { @"ft", @"bk", @"lf", @"rt", @"dn",
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@"up" };
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int texnum = 14;
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loopi(6)
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{
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OFString *path = [OFString
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stringWithFormat:@"packages/%@_%@.jpg", basename, side[i]];
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int xs, ys;
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if (!installtex(texnum + i,
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[Cube.sharedInstance.gameDataIRI
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IRIByAppendingPathComponent:path],
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&xs, &ys, true))
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conoutf(@"could not load sky textures");
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}
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lastsky = basename;
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int xs, ys;
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if (!installtex(texnum + i,
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[Cube.sharedInstance.gameDataIRI
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IRIByAppendingPathComponent:path],
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&xs, &ys, true))
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conoutf(@"could not load sky textures");
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}
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lastsky = basename;
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}
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COMMAND(loadsky, ARG_1STR)
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@ -367,17 +364,15 @@ gl_drawhud(int w, int h, int curfps, int nquads, int curvert, bool underwater)
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glEnable(GL_TEXTURE_2D);
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@autoreleasepool {
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OFString *command = getcurcommand();
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OFString *player = playerincrosshair();
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OFString *command = getcurcommand();
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OFString *player = playerincrosshair();
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if (command)
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draw_textf(@"> %@_", 20, 1570, 2, command);
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else if (closeent.length > 0)
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draw_text(closeent, 20, 1570, 2);
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else if (player != nil)
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draw_text(player, 20, 1570, 2);
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}
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if (command)
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draw_textf(@"> %@_", 20, 1570, 2, command);
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else if (closeent.length > 0)
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draw_text(closeent, 20, 1570, 2);
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else if (player != nil)
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draw_text(player, 20, 1570, 2);
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renderscores();
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if (!rendermenu()) {
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