Beispiel #1
0
SIMPLE_OBJECT::~SIMPLE_OBJECT()
{
	// Make sure to get rid of some final references in the sound code to this object first
	audio_RemoveObj(this);

	const_cast<OBJECT_TYPE volatile &>(type) = (OBJECT_TYPE)(type + 1000000000);  // Hopefully this will trigger an assert              if someone uses the freed object.
	const_cast<UBYTE volatile &>(player) += 100;                                  // Hopefully this will trigger an assert and/or crash if someone uses the freed object.
}
Beispiel #2
0
BASE_OBJECT::~BASE_OBJECT()
{
	// Make sure to get rid of some final references in the sound code to this object first
	audio_RemoveObj(this);

	visRemoveVisibility(this);
	free(watchedTiles);

#ifdef DEBUG
	psNext = this;                                                       // Hopefully this will trigger an infinite loop       if someone uses the freed object.
	psNextFunc = this;                                                   // Hopefully this will trigger an infinite loop       if someone uses the freed object.
#endif //DEBUG
}