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.
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.