m_mesh_update_thread.Stop();
m_mesh_update_thread.Wait();
- while(!m_mesh_update_thread.m_queue_out.empty()) {
+ while (!m_mesh_update_thread.m_queue_out.empty()) {
MeshUpdateResult r = m_mesh_update_thread.m_queue_out.pop_frontNoEx();
delete r.mesh;
}
delete m_inventory_from_server;
// Delete detached inventories
- for(std::map<std::string, Inventory*>::iterator
+ for (std::map<std::string, Inventory*>::iterator
i = m_detached_inventories.begin();
- i != m_detached_inventories.end(); i++){
+ i != m_detached_inventories.end(); ++i) {
delete i->second;
}
// cleanup 3d model meshes on client shutdown
while (m_device->getSceneManager()->getMeshCache()->getMeshCount() != 0) {
- scene::IAnimatedMesh * mesh =
+ scene::IAnimatedMesh *mesh =
m_device->getSceneManager()->getMeshCache()->getMeshByIndex(0);
if (mesh != NULL)
m_device->getSceneManager()->getMeshCache()->removeMesh(mesh);
}
+
+ delete m_mapper;
}
void Client::connect(Address address,