};
// Pawn and material hash tables, indexed by the current thread id.
- // Note that they will be initialized at 0 being global variables.
+ // We use per-thread tables so that once we get a pointer to an entry
+ // its life time is unlimited and we don't have to care about someone
+ // changing the entry under our feet.
MaterialInfoTable* MaterialTable[MAX_THREADS];
PawnInfoTable* PawnTable[MAX_THREADS];