scene_loader.c
void ExitGameMap(SceneData* scene_data){
	free(scene_data[SCENE_GAME_MAP].player_1_tanks_obj);
	free(scene_data[SCENE_GAME_MAP].player_2_tanks_obj);
	free(scene_data[SCENE_GAME_MAP].aim_path_private->parabolic_path); 
	free(scene_data[SCENE_GAME_MAP].aim_path_public->parabolic_path); 
	return;
}
/*  This function server as an exit function from the game scene. Free's every
    mallocked memory within game map.  */
This function server as an exit function from the game scene. Free's every
mallocked memory within game map.
This function server as an exit function from the game scene . Free ' s every mallocked memory within game map .
void ExitGameMap(SceneData* scene_data){
	free(scene_data[SCENE_GAME_MAP].player_1_tanks_obj);
	free(scene_data[SCENE_GAME_MAP].player_2_tanks_obj);
	free(scene_data[SCENE_GAME_MAP].aim_path_private->parabolic_path); 
	free(scene_data[SCENE_GAME_MAP].aim_path_public->parabolic_path); 
	return;
}
void ExitGameMap ( SceneData * scene_data ) { free ( scene_data [ SCENE_GAME_MAP ] . player_1_tanks_obj ) ; free ( scene_data [ SCENE_GAME_MAP ] . player_2_tanks_obj ) ; free ( scene_data [ SCENE_GAME_MAP ] . aim_path_private -> parabolic_path ) ; free ( scene_data [ SCENE_GAME_MAP ] . aim_path_public -> parabolic_path ) ; return ; }
This function server as an exit function from the game scene.
This function server as an exit function from the game scene .