// // RepeatForever // CCRepeatForever::~CCRepeatForever() { CC_SAFE_RELEASE(m_pInnerAction); }
void FilteredSpriteWithMulti::setTSFrame(SpriteFrame* $pFrame) { CC_SAFE_RETAIN($pFrame); CC_SAFE_RELEASE(_pFrame); _pFrame = $pFrame; }
CCBKeyframe::~CCBKeyframe() { CC_SAFE_RELEASE(_object); }
HttpClient::~HttpClient() { CC_SAFE_RELEASE(_requestSentinel); CCLOG("HttpClient destructor"); }
FilteredSpriteWithMulti::~FilteredSpriteWithMulti() { CC_SAFE_RELEASE(_pTexture); CC_SAFE_RELEASE(_pFrame); }
__CCCallFuncO::~__CCCallFuncO() { CC_SAFE_RELEASE(_object); }
MessagesService::~MessagesService(void) { CC_SAFE_RELEASE(_messages); }
MCEnemy::~MCEnemy() { CC_SAFE_RELEASE(skills_); CC_SAFE_RELEASE(attackEffect_); CC_SAFE_RELEASE(actionEffect_); }
CCDeccelAmplitude::~CCDeccelAmplitude(void) { CC_SAFE_RELEASE(m_pOther); }
// // Follow // Follow::~Follow() { CC_SAFE_RELEASE(m_pFollowedNode); }
Speed::~Speed() { CC_SAFE_RELEASE(m_pInnerAction); }
CCSpriteFrame::~CCSpriteFrame(void) { CCLOGINFO("cocos2d: deallocing %p", this); CC_SAFE_RELEASE(m_pobTexture); }
ActionEase::~ActionEase(void) { CC_SAFE_RELEASE(_inner); }
CCSpawn::~CCSpawn(void) { CC_SAFE_RELEASE(m_pOne); CC_SAFE_RELEASE(m_pTwo); }
Animate3DTest::~Animate3DTest() { CC_SAFE_RELEASE(_moveAction); CC_SAFE_RELEASE(_hurt); CC_SAFE_RELEASE(_swim); }
void ArmatureAnimation::setUserObject(Ref *pUserObject) { CC_SAFE_RETAIN(pUserObject); CC_SAFE_RELEASE(_userObject); _userObject = pUserObject; }
CallFunc::~CallFunc(void) { CC_SAFE_RELEASE(_selectorTarget); }
MCTeam::~MCTeam() { CC_SAFE_RELEASE(teams_); }
MessagesLayer::~MessagesLayer(void) { CC_SAFE_RELEASE(_curShowItem); }
ControlSlider::~ControlSlider() { CC_SAFE_RELEASE(_thumbSprite); CC_SAFE_RELEASE(_progressSprite); CC_SAFE_RELEASE(_backgroundSprite); }
MessageItem::~MessageItem(void) { CC_SAFE_RELEASE(_node); }
HoleDemo::~HoleDemo() { CC_SAFE_RELEASE(_outerClipper); CC_SAFE_RELEASE(_holes); CC_SAFE_RELEASE(_holesStencil); }
Sprite::~Sprite(void) { CC_SAFE_RELEASE(_spriteFrame); CC_SAFE_RELEASE(_texture); }
GameLayer::~GameLayer() { CC_SAFE_RELEASE(mBg1); CC_SAFE_RELEASE(mBg2); CC_SAFE_RELEASE(mBg3); CC_SAFE_RELEASE_NULL(mAnimationManager); }
void FilteredSpriteWithMulti::setTSTexture(Texture2D* $texture) { CC_SAFE_RETAIN($texture); CC_SAFE_RELEASE(_pTexture); _pTexture = $texture; }
LuaEngine::~LuaEngine(void) { CC_SAFE_RELEASE(_stack); _defaultEngine = nullptr; }
CCSpriteBatchNode::~CCSpriteBatchNode() { CC_SAFE_RELEASE(m_pobTextureAtlas); CC_SAFE_RELEASE(m_pobDescendants); }
GameLoading::~GameLoading() { CC_SAFE_RELEASE(_res); CC_SAFE_DELETE(_lastUpdate); }
void CCBKeyframe::setObject(Ref* obj) { CC_SAFE_RETAIN(obj); CC_SAFE_RELEASE(_object); _object = obj; }
CCRepeat::~CCRepeat(void) { CC_SAFE_RELEASE(m_pInnerAction); }