- 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

@ -4995,17 +4995,6 @@ int DLevelScript::RunScript ()
int flags = STACK(1);
sp -= 5;
// Oh, give me custom damage types! :-)
int modtype;
switch (type)
{
case NAME_Fire: modtype = MOD_FIRE; break;
case NAME_Ice: modtype = MOD_ICE; break;
case NAME_Disintegrate: modtype = MOD_DISINTEGRATE; break;
default: modtype = MOD_UNKNOWN; break;
}
int secnum = -1;
while ((secnum = P_FindSectorFromTag (tag, secnum)) >= 0)
@ -5050,7 +5039,7 @@ int DLevelScript::RunScript ()
}
}
P_DamageMobj (actor, NULL, NULL, amount, modtype);
P_DamageMobj (actor, NULL, NULL, amount, type);
}
}
}