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some optimizations in godot memory handling
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@@ -112,13 +112,6 @@ size_t Memory::get_dynamic_mem_usage() {
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return MemoryPoolDynamic::get_singleton()->get_total_usage();
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}
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void * operator new(size_t p_size,void *p_pointer,size_t check, const char *p_description) {
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void *failptr=0;
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ERR_FAIL_COND_V( check < p_size , failptr); /** bug, or strange compiler, most likely */
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return p_pointer;
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}
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