Lastly, whenever you are removing an object, be sure to remove all its sub-objects too,
before removing the object itself. That way youve still got access to them.
This is assuming of course the the sub-objects in question are NOT "shared" between objects.

Code:
function killCue(Cue* c)
{
	if(c.entname)	str_remove(c.entname);
	if(c.anim)	str_remove(c.anim);
	//note: dont free c.next and c.prev, cause they are shared
	sys_free(c);
}

function killKeyframe(Keyframe* k)
{
	var i;	for(i=0; i<64; i++)
	{
		if((k.actions)[i])
		{   killCue((k.actions)[i]);   }
	}
	sys_free(k);
}



Note :: I havent looked at loadscene or playscene yet as that would require more time than
I have to spare ATM. I'll try to take a look at work tonite...

Hope thtis has ben informative.


"There is no fate but what WE make." - CEO Cyberdyne Systems Corp.
A8.30.5 Commercial