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Fix the Memory Leak
The Kart Minimap heads I believe should use GTC_CACHE as they're shown in level, only(?) Not using it causes the memory to keep creeping up as more colourmaps are loaded but not freed, while OpenGL by extention endlessly keeps making new textures for the "new" colourmaps.
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1 changed files with 6 additions and 6 deletions
12
src/k_kart.c
12
src/k_kart.c
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@ -4155,7 +4155,7 @@ void K_KartPlayerThink(player_t *player, ticcmd_t *cmd)
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if (player->kartstuff[k_yougotem])
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player->kartstuff[k_yougotem]--;
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if (G_BattleGametype() && (player->exiting || player->kartstuff[k_comebacktimer]))
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{
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if (player->exiting)
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@ -4519,7 +4519,7 @@ static void K_KartDrift(player_t *player, boolean onground)
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|| (player->kartstuff[k_driftcharge] < dstwo && player->kartstuff[k_driftcharge]+driftadditive >= dstwo)
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|| (player->kartstuff[k_driftcharge] < dsthree && player->kartstuff[k_driftcharge]+driftadditive >= dsthree)))
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{
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//S_StartSound(player->mo, sfx_s3ka2);
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//S_StartSound(player->mo, sfx_s3ka2);
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S_StartSoundAtVolume(player->mo, sfx_s3ka2, 192); // Ugh...
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}
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@ -6553,11 +6553,11 @@ static boolean K_drawKartPositionFaces(void)
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if (numplayersingame <= 1)
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return true;
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#ifdef HAVE_BLUA
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if (!LUA_HudEnabled(hud_minirankings))
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return false; // Don't proceed but still return true for free play above if HUD is disabled.
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#endif
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#endif
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for (j = 0; j < numplayersingame; j++)
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{
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@ -7053,9 +7053,9 @@ static void K_drawKartMinimapHead(mobj_t *mo, INT32 x, INT32 y, INT32 flags, pat
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{
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UINT8 *colormap;
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if (mo->colorized)
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colormap = R_GetTranslationColormap(TC_RAINBOW, mo->color, 0);
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colormap = R_GetTranslationColormap(TC_RAINBOW, mo->color, GTC_CACHE);
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else
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colormap = R_GetTranslationColormap(skin, mo->color, 0);
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colormap = R_GetTranslationColormap(skin, mo->color, GTC_CACHE);
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V_DrawFixedPatch(amxpos, amypos, FRACUNIT, flags, facemmapprefix[skin], colormap);
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}
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}
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