- 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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@ -572,7 +572,7 @@ void A_SerpentMeleeAttack (AActor *actor)
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if (actor->CheckMeleeRange ())
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{
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int damage = pr_serpentmeattack.HitDice (5);
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P_DamageMobj (actor->target, actor, actor, damage, MOD_HIT);
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P_DamageMobj (actor->target, actor, actor, damage, NAME_Melee);
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P_TraceBleed (damage, actor->target, actor);
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S_Sound (actor, CHAN_BODY, "SerpentMeleeHit", 1, ATTN_NORM);
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}
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@ -691,7 +691,7 @@ void A_SerpentHeadCheck (AActor *actor)
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}
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else
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{
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actor->SetState (actor->DeathState);
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actor->SetState (actor->FindState(NAME_Death));
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}
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}
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}
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