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Fix Medical HandleDamageWounds memory leak #6809
Fix Medical HandleDamageWounds memory leak #6809
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Btw while we're at it. Or is woundsOld used if extension isn't there? But why, ACE force kills the mission anyway if the extension isn't available, so that doesn't make much sense. Ah yeah that's what's happening |
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IIRC, we've talked about dropping unique wound ids |
Correct, as they would have been used only to do individually targeted treatment which I think we decided is unnecessarily detailed. Edit: The full conversation happened in slack, but see here #6468 |
Makes sense, as there currently doesn't seem to be any use nor sense for it. Unless the extension isn't there, which only can happen on linux dedicated server. |
AUTHORS.txt
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Anton | ||
Arcanum417 <lubos.len@gmail.com> |
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Why twice?
* Fix Medical HandleDamageWounds memory leak (#6809) * Use strncpy and disable MSVC unsafe warnings (#7171) * Set 64-bit correctly from generator string, Disable SSE2 flag on 64-bit (non-existent) * Tweaks for Linux extensions (#5762) * Tweak CMakeLists for Linux compilation * Conform SQF extensions check for Linux server extensions support * Add *.so to tools * Split extension check into Windows and Linux * Disable Medical extension loading for now * Add client/server separation to extension loading * Add Arma config documentation on extension creation
Do what title says.
compile
command caches string indefinitely. Meaning every combination of wounds and pain will stay in memory forever till the game exits or crashes.