- 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:
Christoph Oelckers 2006-10-31 14:53:21 +00:00
commit 063c85b157
118 changed files with 2103 additions and 1818 deletions

View file

@ -398,7 +398,7 @@ void A_M_Saw (AActor *self)
P_LineAttack (self, angle, MELEERANGE+1,
P_AimLineAttack (self, angle, MELEERANGE+1), damage,
MOD_HIT, RUNTIME_CLASS(ABulletPuff));
NAME_Melee, RUNTIME_CLASS(ABulletPuff));
if (!linetarget)
{
@ -451,7 +451,7 @@ void A_M_Punch (AActor *self)
A_FaceTarget (self);
angle = self->angle + (pr_m_punch.Random2() << 18);
pitch = P_AimLineAttack (self, angle, MELEERANGE);
P_LineAttack (self, angle, MELEERANGE, pitch, damage, MOD_HIT, RUNTIME_CLASS(ABulletPuff));
P_LineAttack (self, angle, MELEERANGE, pitch, damage, NAME_Melee, RUNTIME_CLASS(ABulletPuff));
// turn to face target
if (linetarget)
@ -481,7 +481,7 @@ void A_M_BerserkPunch (AActor *self)
A_FaceTarget (self);
angle = self->angle + (pr_m_punch.Random2() << 18);
pitch = P_AimLineAttack (self, angle, MELEERANGE);
P_LineAttack (self, angle, MELEERANGE, pitch, damage, MOD_HIT, RUNTIME_CLASS(ABulletPuff));
P_LineAttack (self, angle, MELEERANGE, pitch, damage, NAME_Melee, RUNTIME_CLASS(ABulletPuff));
// turn to face target
if (linetarget)
@ -510,7 +510,7 @@ void P_GunShot2 (AActor *mo, bool accurate, int pitch, const PClass *pufftype)
angle += pr_m_gunshot.Random2 () << 18;
}
P_LineAttack (mo, angle, MISSILERANGE, pitch, damage, MOD_UNKNOWN, pufftype);
P_LineAttack (mo, angle, MISSILERANGE, pitch, damage, NAME_None, pufftype);
}
//============================================================================
@ -611,7 +611,7 @@ void A_M_FireShotgun2 (AActor *self)
P_LineAttack (self, angle, MISSILERANGE,
pitch + (pr_m_fireshotgun2.Random2() * 332063), damage,
MOD_UNKNOWN, RUNTIME_CLASS(ABulletPuff));
NAME_None, RUNTIME_CLASS(ABulletPuff));
}
self->special1 = level.maptime;
}