- 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

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