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Enable entity/view deletion #40
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By the way, speaking of memory management, do we need to use Also, @aaronamk @probably-nothing do you know what happens under the hood when I do (in pseudocode):
I can probably test this out myself with a little bit more of reading. But first, does retaining a reference to a shared ptr member of a shared ptr class increase the reference count of the shared ptr class? I doubt it. Gonna dig into deez more: |
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Do we need shared pointers at all? Yes. Actors get passed around and owned in all sorts of places. As for whether states need to be, I think probably not, we should fix that.
This would add one to the reference count of the view list until that code section goes out of scope, then it would remove one from the reference count of stateplaying. If that resulted in a reference count of zero, it would be deleted.
Not totally sure what you mean by this, but every place that holds a shared pointer to an object will increase the reference count by one until that reference goes out of scope. |
lol i do enemy ai |
use either a deleter list or more likely just add a delete flag
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