- 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

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