panel is reloaded, but *hopefully* David will fix this soon. ;-)
FGBinding::~FGBinding ()
{
- delete _arg; // Delete the saved arguments
- delete _command_state; // Delete the saved command state
+// delete _arg; // Delete the saved arguments
+// delete _command_state; // Delete the saved command state
}
void
FGInput::axis::~axis ()
{
- for (int i = 0; i < FG_MOD_MAX; i++)
- for (unsigned int j = 0; i < bindings[i].size(); j++)
- delete bindings[i][j];
+// for (int i = 0; i < FG_MOD_MAX; i++)
+// for (int j = 0; i < bindings[i].size(); j++)
+// delete bindings[i][j];
}
FGInput::joystick::~joystick ()
{
- delete js;
- delete[] axes;
- delete[] buttons;
+// delete js;
+// delete[] axes;
+// delete[] buttons;
}