Original Post
This should be easy. My program is designed in such a way that all of the animations are loaded only once and cached. When a game object needs to use an animation, it gets a pointer to one from the "Animation Cache". If for some reason, my game object accidentaly calls delete on the pointer, that object is still cached but is now null. When another object requests a pointer to it, it will get a pointer to nothing. And in this process, problems arise. The easy answer is to not call delete on the pointer. However, is there a way that I could have the compiler see that I'm doing this and say "Hey! No!" ? A const pointer perhaps?