- 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
|
|
@ -124,7 +124,7 @@ IMPLEMENT_ACTOR (ADragonFireball, Hexen, -1, 0)
|
|||
PROP_RadiusFixed (12)
|
||||
PROP_HeightFixed (10)
|
||||
PROP_Damage (6)
|
||||
PROP_DamageType (MOD_FIRE)
|
||||
PROP_DamageType (NAME_Fire)
|
||||
PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY|MF_DROPOFF|MF_MISSILE)
|
||||
PROP_Flags2 (MF2_NOTELEPORT)
|
||||
PROP_RenderStyle (STYLE_Add)
|
||||
|
|
@ -163,7 +163,7 @@ FState ADragonExplosion::States[] =
|
|||
IMPLEMENT_ACTOR (ADragonExplosion, Hexen, -1, 0)
|
||||
PROP_RadiusFixed (8)
|
||||
PROP_HeightFixed (8)
|
||||
PROP_DamageType (MOD_FIRE)
|
||||
PROP_DamageType (NAME_Fire)
|
||||
PROP_Flags (MF_NOBLOCKMAP)
|
||||
PROP_Flags2 (MF2_NOTELEPORT)
|
||||
PROP_RenderFlags (RF_INVISIBLE)
|
||||
|
|
@ -251,7 +251,7 @@ static void DragonSeek (AActor *actor, angle_t thresh, angle_t turnMax)
|
|||
if (actor->CheckMeleeRange ())
|
||||
{
|
||||
int damage = pr_dragonseek.HitDice (10);
|
||||
P_DamageMobj (actor->target, actor, actor, damage, MOD_HIT);
|
||||
P_DamageMobj (actor->target, actor, actor, damage, NAME_Melee);
|
||||
P_TraceBleed (damage, actor->target, actor);
|
||||
S_SoundID (actor, CHAN_WEAPON, actor->AttackSound, 1, ATTN_NORM);
|
||||
}
|
||||
|
|
@ -365,7 +365,7 @@ void A_DragonFlight (AActor *actor)
|
|||
if (abs(actor->angle-angle) < ANGLE_45/2 && actor->CheckMeleeRange())
|
||||
{
|
||||
int damage = pr_dragonflight.HitDice (8);
|
||||
P_DamageMobj (actor->target, actor, actor, damage, MOD_HIT);
|
||||
P_DamageMobj (actor->target, actor, actor, damage, NAME_Melee);
|
||||
P_TraceBleed (damage, actor->target, actor);
|
||||
S_SoundID (actor, CHAN_WEAPON, actor->AttackSound, 1, ATTN_NORM);
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue