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forked from mirrors/0ad

# Tidied up some code.

- Made some classes not be singletons, since there's no reason why they
should be.
 - Made them non-global too (because globals have unclear lifetimes, and
make it harder to test things, etc). They're now owned by CGameView and
CWorld, and mostly accessed via g_Game or arguments (vaguely trying to
avoid the graphics code calling into the game code).
 - Moved CGameView implementation into pimpl, so the header file isn't
so heavy.
 - Changed a few pointers into references, to indicate that they're
never NULL.

This was SVN commit r4756.
This commit is contained in:
Ykkrosh
2007-01-08 01:56:46 +00:00
parent 8094125b18
commit ec69bccb2c
38 changed files with 519 additions and 443 deletions
+1 -1
View File
@@ -405,7 +405,7 @@ bool CEntity::Kill( JSContext* UNUSED(cx), uintN UNUSED(argc), jsval* UNUSED(arg
}
else
{
g_UnitMan.RemoveUnit( m_actor );
g_Game->GetWorld()->GetUnitManager().RemoveUnit( m_actor );
delete( m_actor );
m_actor = NULL;
}