- 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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118 changed files with 2103 additions and 1818 deletions
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@ -300,7 +300,7 @@ void A_FPunchAttack (AActor *actor)
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power = 6*FRACUNIT;
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pufftype = RUNTIME_CLASS(AHammerPuff);
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}
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P_LineAttack (pmo, angle, 2*MELEERANGE, slope, damage, MOD_HIT, pufftype);
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P_LineAttack (pmo, angle, 2*MELEERANGE, slope, damage, NAME_Melee, pufftype);
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if (linetarget->flags3&MF3_ISMONSTER || linetarget->player)
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{
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P_ThrustMobj (linetarget, angle, power);
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@ -319,7 +319,7 @@ void A_FPunchAttack (AActor *actor)
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power = 6*FRACUNIT;
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pufftype = RUNTIME_CLASS(AHammerPuff);
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}
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P_LineAttack (pmo, angle, 2*MELEERANGE, slope, damage, MOD_HIT, pufftype);
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P_LineAttack (pmo, angle, 2*MELEERANGE, slope, damage, NAME_Melee, pufftype);
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if (linetarget->flags3&MF3_ISMONSTER || linetarget->player)
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{
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P_ThrustMobj (linetarget, angle, power);
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@ -333,7 +333,7 @@ void A_FPunchAttack (AActor *actor)
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angle = pmo->angle;
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slope = P_AimLineAttack (pmo, angle, MELEERANGE);
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P_LineAttack (pmo, angle, MELEERANGE, slope, damage, MOD_HIT, pufftype);
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P_LineAttack (pmo, angle, MELEERANGE, slope, damage, NAME_Melee, pufftype);
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punchdone:
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if (pmo->special1 == 3)
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