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