- 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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@ -551,9 +551,9 @@ END_DEFAULTS
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//
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//===========================================================================
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void APowerIronFeet::AbsorbDamage (int damage, int damageType, int &newdamage)
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void APowerIronFeet::AbsorbDamage (int damage, FName damageType, int &newdamage)
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{
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if (damageType == MOD_WATER)
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if (damageType == NAME_Water)
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{
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newdamage = 0;
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if (Owner->player != NULL)
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@ -582,9 +582,9 @@ END_DEFAULTS
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//
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//===========================================================================
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void APowerMask::AbsorbDamage (int damage, int damageType, int &newdamage)
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void APowerMask::AbsorbDamage (int damage, FName damageType, int &newdamage)
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{
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if (damageType == MOD_FIRE)
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if (damageType == NAME_Fire)
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{
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newdamage = 0;
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}
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