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authormadmaxoft@gmail.com <madmaxoft@gmail.com@0a769ca7-a7f5-676a-18bf-c427514a06d6>2012-02-26 13:55:42 +0100
committermadmaxoft@gmail.com <madmaxoft@gmail.com@0a769ca7-a7f5-676a-18bf-c427514a06d6>2012-02-26 13:55:42 +0100
commit7268a70902b04e098b6b530986d9ce6d210fdd07 (patch)
tree4c4a28b6e5fa03a58f3a787505bb02eca200082e /source/cPlayer.cpp
parentUsing cSocketThreads for client outgoing packets. Unfortunately had to put in one intermediate thread (cServer::cNotifyWriteThread) to avoid deadlocks. Still, seems we have a proper multithreading for clients and no more per-client threads, yay :) (diff)
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Diffstat (limited to '')
-rw-r--r--source/cPlayer.cpp16
1 files changed, 6 insertions, 10 deletions
diff --git a/source/cPlayer.cpp b/source/cPlayer.cpp
index 495cc6abf..7899fdc97 100644
--- a/source/cPlayer.cpp
+++ b/source/cPlayer.cpp
@@ -125,18 +125,14 @@ void cPlayer::Initialize( cWorld* a_World )
cPlayer::~cPlayer(void)
{
SaveToDisk();
- m_ClientHandle = 0;
+ m_ClientHandle = NULL;
CloseWindow(-1);
- if( m_Inventory )
- {
- delete m_Inventory;
- m_Inventory = 0;
- }
- if(m_CreativeInventory)
- {
- delete m_CreativeInventory;
- }
+ delete m_Inventory;
+ m_Inventory = NULL;
+
+ delete m_CreativeInventory;
+
delete m_pState;
m_World->RemovePlayer( this );
}