diff --git a/sources/CoreRealm/API/Memory/MemoryAPI.uc b/sources/CoreRealm/API/Memory/MemoryAPI.uc index c63b7ba..cb9b044 100644 --- a/sources/CoreRealm/API/Memory/MemoryAPI.uc +++ b/sources/CoreRealm/API/Memory/MemoryAPI.uc @@ -263,21 +263,21 @@ public final function Object AllocateByReference_S( string refToClassToAllocate, optional bool forceNewInstance) { - return Allocate(LoadClassS(refToClassToAllocate), forceNewInstance); + return Allocate(LoadClass_S(refToClassToAllocate), forceNewInstance); } /** * Releases one reference to a given `AcediaObject`, calling its finalizers in * case all references were released. * - * Method will attempt to store `objectToDeallocate` in its object pool once + * Method will attempt to store `objectToRelease` in its object pool once * deallocated, unless it is forbidden by its class' settings. * * @see `FreeMany()` * - * @param objectToDeallocate Object that to deallocate. + * @param objectToRelease Object, which reference method needs to release. */ -public final function Free(Object objectToDeallocate) +public final function Free(Object objectToRelease) { // TODO: this is an old code require while we still didn't get rid of // services - replace it later, changing argument to `AcediaObject` @@ -286,12 +286,12 @@ public final function Free(Object objectToDeallocate) local AcediaActor objectAsAcediaActor; local AcediaObject objectAsAcediaObject; - if (objectToDeallocate == none) { + if (objectToRelease == none) { return; } // Call finalizers for Acedia's objects and actors - objectAsAcediaObject = AcediaObject(objectToDeallocate); - objectAsAcediaActor = AcediaActor(objectToDeallocate); + objectAsAcediaObject = AcediaObject(objectToRelease); + objectAsAcediaActor = AcediaActor(objectToRelease); if (objectAsAcediaObject != none) { if (!objectAsAcediaObject.IsAllocated()) { @@ -320,7 +320,7 @@ public final function Free(Object objectToDeallocate) return; } // Otherwise destroy actors and forget about objects - objectAsActor = Actor(objectToDeallocate); + objectAsActor = Actor(objectToRelease); if (objectAsActor != none) { objectAsActor.Destroy(); } @@ -328,24 +328,25 @@ public final function Free(Object objectToDeallocate) /** * Releases one reference to each `AcediaObject` inside the given array - * `objectsToDelete`, calling finalizers for the ones that got all of their + * `objectsToRelease`, calling finalizers for the ones that got all of their * references released. * - * Method will attempt to store objects inside `objectsToDelete` in their + * Method will attempt to store objects inside `objectsToRelease` in their * object pools, unless it is forbidden by their class' settings. * * @see `Free()` * - * @param objectToDeallocate Object that to deallocate. + * @param objectToRelease Array of objects, which reference method needs + * to release. */ -public final function FreeMany(array objectsToDelete) +public final function FreeMany(array objectsToRelease) { // TODO: this is an old code require while we still didn't get rid of // services - replace it later, changing argument to `AcediaObject` local int i; - for (i = 0; i < objectsToDelete.length; i += 1) { - Free(objectsToDelete[i]); + for (i = 0; i < objectsToRelease.length; i += 1) { + Free(objectsToRelease[i]); } }