- 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)
This commit is contained in:
parent
3b2c2efcb1
commit
063c85b157
118 changed files with 2103 additions and 1818 deletions
|
|
@ -89,7 +89,7 @@ void A_Punch (AActor *actor)
|
|||
|
||||
angle += pr_punch.Random2() << 18;
|
||||
pitch = P_AimLineAttack (actor, angle, MELEERANGE);
|
||||
P_LineAttack (actor, angle, MELEERANGE, pitch, damage, MOD_UNKNOWN, RUNTIME_CLASS(ABulletPuff));
|
||||
P_LineAttack (actor, angle, MELEERANGE, pitch, damage, NAME_None, RUNTIME_CLASS(ABulletPuff));
|
||||
|
||||
// turn to face target
|
||||
if (linetarget)
|
||||
|
|
@ -169,7 +169,7 @@ void A_FirePistol (AActor *actor)
|
|||
if (!weapon->DepleteAmmo (weapon->bAltFire))
|
||||
return;
|
||||
|
||||
P_SetPsprite (actor->player, ps_flash, weapon->FlashState);
|
||||
P_SetPsprite (actor->player, ps_flash, weapon->FindState(NAME_Flash));
|
||||
}
|
||||
actor->player->mo->PlayAttacking2 ();
|
||||
|
||||
|
|
@ -283,7 +283,7 @@ void A_Saw (AActor *actor)
|
|||
// use meleerange + 1 so the puff doesn't skip the flash (i.e. plays all states)
|
||||
P_LineAttack (actor, angle, MELEERANGE+1,
|
||||
P_AimLineAttack (actor, angle, MELEERANGE+1), damage,
|
||||
MOD_UNKNOWN, pufftype);
|
||||
NAME_None, pufftype);
|
||||
|
||||
if (!linetarget)
|
||||
{
|
||||
|
|
@ -392,7 +392,7 @@ void A_FireShotgun (AActor *actor)
|
|||
{
|
||||
if (!weapon->DepleteAmmo (weapon->bAltFire))
|
||||
return;
|
||||
P_SetPsprite (player, ps_flash, weapon->FlashState);
|
||||
P_SetPsprite (player, ps_flash, weapon->FindState(NAME_Flash));
|
||||
}
|
||||
player->mo->PlayAttacking2 ();
|
||||
|
||||
|
|
@ -492,7 +492,7 @@ void A_FireShotgun2 (AActor *actor)
|
|||
{
|
||||
if (!weapon->DepleteAmmo (weapon->bAltFire))
|
||||
return;
|
||||
P_SetPsprite (player, ps_flash, weapon->FlashState);
|
||||
P_SetPsprite (player, ps_flash, weapon->FindState(NAME_Flash));
|
||||
}
|
||||
player->mo->PlayAttacking2 ();
|
||||
|
||||
|
|
@ -515,7 +515,7 @@ void A_FireShotgun2 (AActor *actor)
|
|||
angle,
|
||||
PLAYERMISSILERANGE,
|
||||
bulletpitch + (pr_fireshotgun2.Random2() * 332063), damage,
|
||||
MOD_UNKNOWN, RUNTIME_CLASS(ABulletPuff));
|
||||
NAME_None, RUNTIME_CLASS(ABulletPuff));
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -608,17 +608,21 @@ void A_FireCGun (AActor *actor)
|
|||
{
|
||||
if (!weapon->DepleteAmmo (weapon->bAltFire))
|
||||
return;
|
||||
if (weapon->FlashState != NULL)
|
||||
|
||||
FState *flash = weapon->FindState(NAME_Flash);
|
||||
if (flash != NULL)
|
||||
{
|
||||
// [RH] Fix for Sparky's messed-up Dehacked patch! Blargh!
|
||||
int theflash = clamp (int(players->psprites[ps_weapon].state - weapon->AtkState), 0, 1);
|
||||
FState * atk = weapon->FindState(NAME_Fire);
|
||||
|
||||
if (weapon->FlashState[theflash].sprite.index != weapon->FlashState->sprite.index)
|
||||
int theflash = clamp (int(players->psprites[ps_weapon].state - atk), 0, 1);
|
||||
|
||||
if (flash[theflash].sprite.index != flash->sprite.index)
|
||||
{
|
||||
theflash = 0;
|
||||
}
|
||||
|
||||
P_SetPsprite (player, ps_flash, weapon->FlashState + theflash);
|
||||
P_SetPsprite (player, ps_flash, flash + theflash);
|
||||
}
|
||||
|
||||
}
|
||||
|
|
@ -841,9 +845,11 @@ void A_FirePlasma (AActor *actor)
|
|||
{
|
||||
if (!weapon->DepleteAmmo (weapon->bAltFire))
|
||||
return;
|
||||
if (weapon->FlashState != NULL)
|
||||
|
||||
FState *flash = weapon->FindState(NAME_Flash);
|
||||
if (flash != NULL)
|
||||
{
|
||||
P_SetPsprite (player, ps_flash, weapon->FlashState + (pr_fireplasma()&1));
|
||||
P_SetPsprite (player, ps_flash, flash + (pr_fireplasma()&1));
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -870,9 +876,11 @@ void A_FireRailgun (AActor *actor)
|
|||
{
|
||||
if (!weapon->DepleteAmmo (weapon->bAltFire))
|
||||
return;
|
||||
if (weapon->FlashState != NULL)
|
||||
|
||||
FState *flash = weapon->FindState(NAME_Flash);
|
||||
if (flash != NULL)
|
||||
{
|
||||
P_SetPsprite (player, ps_flash, weapon->FlashState + (pr_firerail()&1));
|
||||
P_SetPsprite (player, ps_flash, flash + (pr_firerail()&1));
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -1099,7 +1107,7 @@ void A_BFGSpray (AActor *mo)
|
|||
damage += (pr_bfgspray() & 7) + 1;
|
||||
|
||||
thingToHit = linetarget;
|
||||
P_DamageMobj (thingToHit, mo->target, mo->target, damage, MOD_BFG_SPLASH);
|
||||
P_DamageMobj (thingToHit, mo->target, mo->target, damage, NAME_BFGSplash);
|
||||
P_TraceBleed (damage, thingToHit, mo->target);
|
||||
}
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue