#endif
}
+qboolean Mem_IsAllocated(mempool_t *pool, void *data)
+{
+ memheader_t *header;
+ memheader_t *target;
+
+ target = (memheader_t *)((qbyte *) data - sizeof(memheader_t));
+ for( header = pool->chain ; header ; header = header->next )
+ if( header == target )
+ return true;
+ return false;
+}
+
+
// used for temporary memory allocations around the engine, not for longterm
// storage, if anything in this pool stays allocated during gameplay, it is
// considered a leak
poolchain = NULL;
}
+void Memory_Shutdown (void)
+{
+// Mem_FreePool (&zonemempool);
+// Mem_FreePool (&tempmempool);
+}
+
void Memory_Init_Commands (void)
{
Cmd_AddCommand ("memstats", MemStats_f);