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