- 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:
parent
3b2c2efcb1
commit
063c85b157
118 changed files with 2103 additions and 1818 deletions
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@ -274,11 +274,11 @@ void cht_DoCheat (player_t *player, int cheat)
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player->mo->height = player->mo->GetDefault()->height;
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player->mo->SetState (player->mo->SpawnState);
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player->mo->Translation = TRANSLATION(TRANSLATION_Players, BYTE(player-players));
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player->mo->DamageType = MOD_UNKNOWN;
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player->mo->DamageType = NAME_None;
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// player->mo->GiveDefaultInventory();
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if (player->ReadyWeapon != NULL)
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{
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P_SetPsprite(player, ps_weapon, player->ReadyWeapon->UpState);
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P_SetPsprite(player, ps_weapon, player->ReadyWeapon->GetUpState());
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}
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if (player->morphTics > 0)
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@ -342,7 +342,7 @@ void cht_DoCheat (player_t *player, int cheat)
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// a very very cheap kill.
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P_LineAttack (player->mo, player->mo->angle, PLAYERMISSILERANGE,
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P_AimLineAttack (player->mo, player->mo->angle, PLAYERMISSILERANGE), 1000000,
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MOD_UNKNOWN, RUNTIME_CLASS(ABulletPuff));
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NAME_None, RUNTIME_CLASS(ABulletPuff));
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}
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break;
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@ -701,7 +701,7 @@ void cht_Suicide (player_t *plyr)
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{
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plyr->mo->flags |= MF_SHOOTABLE;
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plyr->mo->flags2 &= ~MF2_INVULNERABLE;
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P_DamageMobj (plyr->mo, plyr->mo, plyr->mo, 1000000, MOD_SUICIDE);
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P_DamageMobj (plyr->mo, plyr->mo, plyr->mo, 1000000, NAME_Suicide);
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plyr->mo->flags &= ~MF_SHOOTABLE;
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}
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}
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