- 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

@ -43,7 +43,7 @@ class AHateTarget : public AActor
public:
void BeginPlay ();
angle_t AngleIncrements (void);
int TakeSpecialDamage (AActor *inflictor, AActor *source, int damage, int damagetype);
int TakeSpecialDamage (AActor *inflictor, AActor *source, int damage, FName damagetype);
};
FState AHateTarget::States[] =
@ -76,7 +76,7 @@ void AHateTarget::BeginPlay ()
}
}
int AHateTarget::TakeSpecialDamage (AActor *inflictor, AActor *source, int damage, int damagetype)
int AHateTarget::TakeSpecialDamage (AActor *inflictor, AActor *source, int damage, FName damagetype)
{
if (special2 != 0)
{