engine/generators/source/CustomAreaGenerator.cpp
// The CustomAreaGenerator assumes responsibility for creating/destroying XML
// data structures (to reduce the game's memory footprint).  In practical
// terms, this means that the data structures can't already be active -
// it is assumed that they have been previous been destroyed by a call to
// XML::tear_down().
The CustomAreaGenerator assumes responsibility for creating/destroying XML
data structures (to reduce the game's memory footprint).  In practical
terms, this means that the data structures can't already be active
it is assumed that they have been previous been destroyed by a call to
XML::tear_down().
The CustomAreaGenerator assumes responsibility for creating / destroying XML data structures ( to reduce the game ' s memory footprint ) . In practical terms this means that the data structures can ' t already be active it is assumed that they have been previous been destroyed by a call to XML :: tear_down () .
CustomAreaGenerator::CustomAreaGenerator(const string& map_filename)
{
  filename = map_filename;
  XML::initialize();
}
CustomAreaGenerator :: CustomAreaGenerator ( const string & map_filename ) { filename = map_filename ; XML :: initialize ( ) ; }
The CustomAreaGenerator assumes responsibility for creating/destroying XML
data structures (to reduce the game's memory footprint).
The CustomAreaGenerator assumes responsibility for creating / destroying XML data structures ( to reduce the game ' s memory footprint ) .