- 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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3b2c2efcb1
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118 changed files with 2103 additions and 1818 deletions
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@ -71,7 +71,7 @@ EXTERN_CVAR (Color, am_wallcolor)
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EXTERN_CVAR (Color, am_fdwallcolor)
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EXTERN_CVAR (Color, am_cdwallcolor)
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char *WeaponSection;
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FString WeaponSection;
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FGameConfigFile::FGameConfigFile ()
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{
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@ -477,13 +477,13 @@ void FGameConfigFile::ArchiveGameData (const char *gamename)
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ClearCurrentSection ();
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C_ArchiveBindings (this, true);
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if (WeaponSection == NULL)
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if (WeaponSection.IsEmpty())
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{
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strcpy (subsection, "WeaponSlots");
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}
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else
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{
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sprintf (subsection, "%s.WeaponSlots", WeaponSection);
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sprintf (subsection, "%s.WeaponSlots", WeaponSection.GetChars());
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}
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SetSection (section, true);
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ClearCurrentSection ();
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