/* =========================================================================== Return to Castle Wolfenstein single player GPL Source Code Copyright (C) 1999-2010 id Software LLC, a ZeniMax Media company. This file is part of the Return to Castle Wolfenstein single player GPL Source Code (“RTCW SP Source Code”). RTCW SP Source Code is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. RTCW SP Source Code is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with RTCW SP Source Code. If not, see . In addition, the RTCW SP Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the RTCW SP Source Code. If not, please request a copy in writing from id Software at the address below. If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. =========================================================================== */ // // g_mem.c // #include "g_local.h" // Ridah, increased this (fixes Dan's crash) //#define POOLSIZE (256 * 1024) //#define POOLSIZE (2048 * 1024) #define POOLSIZE ( 4096 * 1024 ) //----(SA) upped to try to get assault_34 going static char memoryPool[POOLSIZE]; static int allocPoint; void *G_Alloc( int size ) { char *p; if ( g_debugAlloc.integer ) { G_Printf( "G_Alloc of %i bytes (%i left)\n", size, POOLSIZE - allocPoint - ( ( size + 31 ) & ~31 ) ); } if ( allocPoint + size > POOLSIZE ) { G_Error( "G_Alloc: failed on allocation of %u bytes\n", size ); return NULL; } p = &memoryPool[allocPoint]; allocPoint += ( size + 31 ) & ~31; return p; } void G_InitMemory( void ) { allocPoint = 0; } void Svcmd_GameMem_f( void ) { G_Printf( "Game memory status: %i out of %i bytes allocated\n", allocPoint, POOLSIZE ); }