- 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:
Christoph Oelckers 2006-10-31 14:53:21 +00:00
commit 063c85b157
118 changed files with 2103 additions and 1818 deletions

View file

@ -60,7 +60,7 @@ IMPLEMENT_ACTOR (AIceChunkHead, Any, -1, 0)
PROP_RadiusFixed (3)
PROP_HeightFixed (4)
PROP_Mass(5)
PROP_DamageType (MOD_ICE)
PROP_DamageType (NAME_Ice)
PROP_Flags (MF_DROPOFF)
PROP_Flags2 (MF2_LOGRAV|MF2_CANNOTPUSH)
@ -214,11 +214,11 @@ void A_IceSetTics (AActor *actor)
actor->tics = 70+(pr_icesettics()&63);
floor = P_GetThingFloorType (actor);
if (Terrains[floor].DamageMOD == MOD_FIRE)
if (Terrains[floor].DamageMOD == NAME_Fire)
{
actor->tics >>= 2;
}
else if (Terrains[floor].DamageMOD == MOD_ICE)
else if (Terrains[floor].DamageMOD == NAME_Ice)
{
actor->tics <<= 1;
}