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the end of the frame
This prevents memory corruption since changeLocation could be called in the middle of
a Puzzle list iteration and changeLocation clears all the Puzzle lists.
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Then make the individual update functions private
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ScriptManager::initialize()
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This gets rid of the need for specific destruction as well as making the copy swap
operations in the ScriptManger _referenceTable more efficient
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The general thought is int is faster than int16 or byte. So if you can afford the
space, use it over int16 or byte. Also, only use int32 when you specifically need
the 32 bits.
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ResultAction objects
ResultAction is abstract, therefore, it can't be directly stored in the list
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