- Fixed: The global WeaponSection string was never freed. It has been replaced
with an FString now. - Fixed: The music strings in the default level info were never freed and caused memory leaks when used repeatedly. - Fixed: The intermusic string in the level info was never freed. - Fixed: The default fire obituary should only be printed if the damage came from the environment. If it comes from a monster the monster specific obituary should be used instead. - Added custom damage types from the floating point test release. - Changed Pain Elemental's massacre check. Now A_PainDie checks for the damage type and doesn't spawn anything if it is NAME_Massacre. A_PainDie can also be used by other actors so a more generalized approach is needed than hard coding it into the Pain Elemental. - Converted a few of Doom's monsters to DECORATE because I couldn't test the first version of the custom state code with the corpses inheriting from them. - Added custom states from last year's floating point test release and fixed some bugs I found in that code. Unfortunately it wasn't all salvageable and it was easier to recreate some parts from scratch. SVN r368 (trunk)
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3b2c2efcb1
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118 changed files with 2103 additions and 1818 deletions
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@ -9,113 +9,6 @@
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static FRandom pr_headattack ("HeadAttack");
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void A_HeadAttack (AActor *);
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class ACacodemon : public AActor
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{
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DECLARE_ACTOR (ACacodemon, AActor)
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};
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FState ACacodemon::States[] =
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{
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#define S_HEAD_STND 0
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S_NORMAL (HEAD, 'A', 10, A_Look , &States[S_HEAD_STND]),
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#define S_HEAD_RUN (S_HEAD_STND+1)
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S_NORMAL (HEAD, 'A', 3, A_Chase , &States[S_HEAD_RUN+0]),
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#define S_HEAD_ATK (S_HEAD_RUN+1)
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S_NORMAL (HEAD, 'B', 5, A_FaceTarget , &States[S_HEAD_ATK+1]),
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S_NORMAL (HEAD, 'C', 5, A_FaceTarget , &States[S_HEAD_ATK+2]),
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S_BRIGHT (HEAD, 'D', 5, A_HeadAttack , &States[S_HEAD_RUN+0]),
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#define S_HEAD_PAIN (S_HEAD_ATK+3)
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S_NORMAL (HEAD, 'E', 3, NULL , &States[S_HEAD_PAIN+1]),
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S_NORMAL (HEAD, 'E', 3, A_Pain , &States[S_HEAD_PAIN+2]),
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S_NORMAL (HEAD, 'F', 6, NULL , &States[S_HEAD_RUN+0]),
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#define S_HEAD_DIE (S_HEAD_PAIN+3)
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S_NORMAL (HEAD, 'G', 8, NULL , &States[S_HEAD_DIE+1]),
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S_NORMAL (HEAD, 'H', 8, A_Scream , &States[S_HEAD_DIE+2]),
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S_NORMAL (HEAD, 'I', 8, NULL , &States[S_HEAD_DIE+3]),
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S_NORMAL (HEAD, 'J', 8, NULL , &States[S_HEAD_DIE+4]),
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S_NORMAL (HEAD, 'K', 8, A_NoBlocking , &States[S_HEAD_DIE+5]),
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S_NORMAL (HEAD, 'L', -1, A_SetFloorClip , NULL),
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#define S_HEAD_RAISE (S_HEAD_DIE+6)
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S_NORMAL (HEAD, 'L', 8, A_UnSetFloorClip , &States[S_HEAD_RAISE+1]),
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S_NORMAL (HEAD, 'K', 8, NULL , &States[S_HEAD_RAISE+2]),
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S_NORMAL (HEAD, 'J', 8, NULL , &States[S_HEAD_RAISE+3]),
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S_NORMAL (HEAD, 'I', 8, NULL , &States[S_HEAD_RAISE+4]),
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S_NORMAL (HEAD, 'H', 8, NULL , &States[S_HEAD_RAISE+5]),
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S_NORMAL (HEAD, 'G', 8, NULL , &States[S_HEAD_RUN+0])
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};
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IMPLEMENT_ACTOR (ACacodemon, Doom, 3005, 19)
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PROP_SpawnHealth (400)
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PROP_RadiusFixed (31)
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PROP_HeightFixed (56)
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PROP_Mass (400)
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PROP_SpeedFixed (8)
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PROP_PainChance (128)
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PROP_Flags (MF_SOLID|MF_SHOOTABLE|MF_FLOAT|MF_NOGRAVITY|MF_COUNTKILL)
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PROP_Flags2 (MF2_MCROSS|MF2_PASSMOBJ|MF2_PUSHWALL)
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PROP_SpawnState (S_HEAD_STND)
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PROP_SeeState (S_HEAD_RUN)
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PROP_PainState (S_HEAD_PAIN)
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PROP_MissileState (S_HEAD_ATK)
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PROP_DeathState (S_HEAD_DIE)
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PROP_RaiseState (S_HEAD_RAISE)
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PROP_SeeSound ("caco/sight")
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PROP_PainSound ("caco/pain")
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PROP_DeathSound ("caco/death")
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PROP_ActiveSound ("caco/active")
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PROP_AttackSound ("caco/melee")
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PROP_Obituary("$OB_CACO")
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PROP_HitObituary("$OB_CACOHIT")
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END_DEFAULTS
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class ACacodemonBall : public AActor
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{
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DECLARE_ACTOR (ACacodemonBall, AActor)
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};
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FState ACacodemonBall::States[] =
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{
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#define S_RBALL 0
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S_BRIGHT (BAL2, 'A', 4, NULL , &States[S_RBALL+1]),
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S_BRIGHT (BAL2, 'B', 4, NULL , &States[S_RBALL+0]),
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#define S_RBALLX (S_RBALL+2)
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S_BRIGHT (BAL2, 'C', 6, NULL , &States[S_RBALLX+1]),
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S_BRIGHT (BAL2, 'D', 6, NULL , &States[S_RBALLX+2]),
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S_BRIGHT (BAL2, 'E', 6, NULL , NULL)
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};
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IMPLEMENT_ACTOR (ACacodemonBall, Doom, -1, 126)
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PROP_RadiusFixed (6)
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PROP_HeightFixed (8)
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PROP_SpeedFixed (10)
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PROP_Damage (5)
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PROP_Flags (MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY)
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PROP_Flags2 (MF2_PCROSS|MF2_IMPACT|MF2_NOTELEPORT)
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PROP_Flags4 (MF4_RANDOMIZE)
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PROP_RenderStyle (STYLE_Add)
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PROP_SpawnState (S_RBALL)
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PROP_DeathState (S_RBALLX)
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PROP_SeeSound ("caco/attack")
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PROP_DeathSound ("caco/shotx")
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END_DEFAULTS
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AT_SPEED_SET (CacodemonBall, speed)
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{
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SimpleSpeedSetter (ACacodemonBall, 10*FRACUNIT, 20*FRACUNIT, speed);
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}
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void A_HeadAttack (AActor *self)
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{
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if (!self->target)
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@ -126,11 +19,11 @@ void A_HeadAttack (AActor *self)
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{
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int damage = (pr_headattack()%6+1)*10;
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S_SoundID (self, CHAN_WEAPON, self->AttackSound, 1, ATTN_NORM);
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P_DamageMobj (self->target, self, self, damage, MOD_HIT);
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P_DamageMobj (self->target, self, self, damage, NAME_Melee);
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P_TraceBleed (damage, self->target, self);
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return;
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}
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// launch a missile
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P_SpawnMissile (self, self->target, RUNTIME_CLASS(ACacodemonBall));
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P_SpawnMissile (self, self->target, PClass::FindClass("CacodemonBall"));
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}
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