//----------------------------------------------------------------------------- // Copyright (c) 2013 GarageGames, LLC // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to // deal in the Software without restriction, including without limitation the // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or // sell copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS // IN THE SOFTWARE. //----------------------------------------------------------------------------- /*! @defgroup Datablocks Datablocks @ingroup TorqueScriptFunctions @{ */ /*! Use the deleteDataBlocks function to cause a server to delete all datablocks that have thus far been loaded and defined. This is usually done in preparation of downloading a new set of datablocks, such as occurs on a mission change, but it's also good post-mission cleanup @return No return value. */ ConsoleFunctionWithDocs(deleteDataBlocks, ConsoleVoid, 1, 1, ()) { // delete from last to first: SimGroup *grp = Sim::getDataBlockGroup(); for(S32 i = grp->size() - 1; i >= 0; i--) { SimObject *obj = (*grp)[i]; obj->deleteObject(); } SimDataBlock::sNextObjectId = DataBlockObjectIdFirst; SimDataBlock::sNextModifiedKey = 0; } /*! @} */ // end group Datablocks