- 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
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@ -105,7 +105,7 @@ IMPLEMENT_ACTOR (AFrostMissile, Hexen, -1, 0)
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PROP_RadiusFixed (13)
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PROP_HeightFixed (8)
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PROP_Damage (1)
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PROP_DamageType (MOD_ICE)
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PROP_DamageType (NAME_Ice)
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PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY|MF_DROPOFF|MF_MISSILE)
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PROP_Flags2 (MF2_NOTELEPORT|MF2_IMPACT|MF2_PCROSS)
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@ -139,7 +139,7 @@ FState AIceShard::States[] =
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};
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IMPLEMENT_ACTOR (AIceShard, Hexen, -1, 65)
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PROP_DamageType (MOD_ICE)
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PROP_DamageType (NAME_Ice)
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PROP_Flags2 (MF2_NOTELEPORT)
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PROP_SpawnState (0)
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END_DEFAULTS
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@ -180,7 +180,7 @@ void A_FireConePL1 (AActor *actor)
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slope = P_AimLineAttack (actor, angle, MELEERANGE);
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if (linetarget)
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{
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P_DamageMobj (linetarget, actor, actor, damage, MOD_ICE);
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P_DamageMobj (linetarget, actor, actor, damage, NAME_Ice);
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conedone = true;
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break;
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}
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