- structs were leaking on deserialization
})[__ecereVMethodID___ecereNameSpace__ecere__com__Container_Add])(container, data);
}
if(isStruct)
-(((void (* )(void * _class, void * data))class->templateArgs[2].__anon1.__anon1.dataTypeClass->_vTbl[__ecereVMethodID_class_OnFree])(class->templateArgs[2].__anon1.__anon1.dataTypeClass, ((void * )((uintptr_t)(data)))), data = 0);
+(__ecereNameSpace__ecere__com__eSystem_Delete((void *)(uintptr_t)data), data = 0);
(*this) = container;
}
container.Add(data);
}
if(isStruct)
- delete data;
+ delete (void *)data;
this = container;
}
}
~Game() { FreeAll(); }
void FreeAll(void) {
- for (i:vehicles)
- delete i;
+ vehicles.Free();
+ delete vehicles;
+ delete lines;
//we don't need to worry about the other things because they are automatically freed
}
version_code = max_version_code_supported;
}
void ResetBall(void) {
- for (i:vehicles)
- delete i;
+ vehicles.Free();
vehicles.size = 1;
vehicles[0] = GameBall {