Fixed Memory Leak in Collision Callback
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@@ -1,7 +1,7 @@
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sub SetGravity3D(x, y, z)
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sub GetGravity3D(ByRef x, ByRef y, ByRef z)
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sub SetActorCollisionShape( actor, shape_type, mass)
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function GetActorCollisionShape(actor)
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sub SetActorShape( actor, shape_type, mass)
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function GetActorShape(actor)
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sub SetActorSolid(actor, flag)
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function ActorIsSolid(actor)
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function GetActorCollision(actor1, actor2)
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@@ -52,8 +52,8 @@ function GetWorld2DAutoClearForces()
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function CastRay2D( from_x, from_y, to_x, to_y )
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function CastRay2D_All( from_x, from_y, to_x, to_y )
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sub GetRayHit2D( index, ByRef spr_id, ByRef x, ByRef y, ByRef normal_x, ByRef normal_y )
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Sub SetSpriteCollisionShape(spr_id, shape)
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Function GetSpriteCollisionShape(spr_id)
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Sub SetSpriteShape(spr_id, shape)
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Function GetSpriteShape(spr_id)
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Sub SetSpriteRadius(spr_id, radius)
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Function GetSpriteRadius(spr_id)
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Sub SetSpriteBox(spr_id, w, h)
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@@ -61,3 +61,5 @@ Sub GetSpriteBoxSize(spr_id, ByRef w, ByRef h)
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Sub SetSpriteChain(spr_id, ByRef vx, ByRef vy, v_count, prev_x, prev_y, next_x, next_y)
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Sub SetSpriteChainLoop(spr_id, ByRef vx, ByRef vy, v_count)
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Sub SetSpritePolygon(spr_id, ByRef vx, ByRef vy, v_count)
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Sub SetSpriteShapeOffset( spr_id, x, y )
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Sub GetSpriteShapeOffset( spr_id, ByRef x, ByRef y )
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@@ -14,3 +14,5 @@ Sub FillTile(tilemap, tile, x, y, widthInTiles, heightInTiles)
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Sub DrawTileMap(tilemap, x, y, w, h, offset_x, offset_y)
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Sub DeleteTileSet(tileset)
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Sub DeleteTileMap(tilemap)
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Function TileSetExists(tileset)
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Function TileMapExists(tilemap)
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