- 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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@ -96,7 +96,7 @@ void DEarthquake::Tick ()
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{
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if (pr_quake() < 50)
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{
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P_DamageMobj (victim, NULL, NULL, pr_quake.HitDice (1), MOD_UNKNOWN);
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P_DamageMobj (victim, NULL, NULL, pr_quake.HitDice (1), NAME_None);
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}
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// Thrust player around
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angle_t an = victim->angle + ANGLE_1*pr_quake();
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