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authorBenoit Bolsee <benoit.bolsee@online.be>2008-03-01 22:46:50 +0300
committerBenoit Bolsee <benoit.bolsee@online.be>2008-03-01 22:46:50 +0300
commit0db0f5734d358676b11eccc702cf02adb3174b7e (patch)
treedbed0e86663eeabe8d333892958310878bfbe533 /source/gameengine/Converter/KX_ConvertProperties.cpp
parent44314581dc934dc99c9504edf671118a9f988b68 (diff)
Various mem leaks related to CValue reference count fixed
Diffstat (limited to 'source/gameengine/Converter/KX_ConvertProperties.cpp')
-rw-r--r--source/gameengine/Converter/KX_ConvertProperties.cpp7
1 files changed, 5 insertions, 2 deletions
diff --git a/source/gameengine/Converter/KX_ConvertProperties.cpp b/source/gameengine/Converter/KX_ConvertProperties.cpp
index a1807732416..ebfb45066b7 100644
--- a/source/gameengine/Converter/KX_ConvertProperties.cpp
+++ b/source/gameengine/Converter/KX_ConvertProperties.cpp
@@ -105,8 +105,9 @@ void BL_ConvertProperties(Object* object,KX_GameObject* gameobj,SCA_TimeEventMan
// set a subproperty called 'timer' so that
// we can register the replica of this property
// at the time a game object is replicated (AddObjectActuator triggers this)
-
- timeval->SetProperty("timer",new CBoolValue(true));
+ CValue *bval = new CBoolValue(true);
+ timeval->SetProperty("timer",bval);
+ bval->Release();
if (isInActiveLayer)
{
timemgr->AddTimeProperty(timeval);
@@ -128,6 +129,8 @@ void BL_ConvertProperties(Object* object,KX_GameObject* gameobj,SCA_TimeEventMan
{
scene->AddDebugProperty(gameobj,STR_String(prop->name));
}
+ // done with propval, release it
+ propval->Release();
}
prop = prop->next;