- 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

@ -235,8 +235,7 @@ void P_FireWeapon (player_t *player)
player->mo->PlayAttacking ();
weapon->bAltFire = false;
P_SetPsprite (player, ps_weapon,
player->refire ? weapon->GetHoldAtkState() : weapon->GetAtkState());
P_SetPsprite (player, ps_weapon, weapon->GetAtkState(!!player->refire));
if (!(weapon->WeaponFlags & WIF_NOALERT))
{
P_NoiseAlert (player->mo, player->mo, false);
@ -261,15 +260,16 @@ void P_FireWeaponAlt (player_t *player)
}
weapon = player->ReadyWeapon;
if (weapon == NULL || weapon->AltAtkState == NULL || !weapon->CheckAmmo (AWeapon::AltFire, true))
if (weapon == NULL || weapon->FindState(NAME_AltFire) == NULL || !weapon->CheckAmmo (AWeapon::AltFire, true))
{
return;
}
player->mo->PlayAttacking ();
weapon->bAltFire = true;
P_SetPsprite (player, ps_weapon,
player->refire ? weapon->AltHoldAtkState : weapon->AltAtkState);
P_SetPsprite (player, ps_weapon, weapon->GetAltAtkState(!!player->refire));
if (!(weapon->WeaponFlags & WIF_NOALERT))
{
P_NoiseAlert (player->mo, player->mo, false);
@ -382,14 +382,14 @@ void A_WeaponReady(AActor *actor)
}
// Change player from attack state
if (actor->state >= actor->MissileState &&
actor->state < actor->PainState)
if (actor->InStateSequence(actor->state, actor->MissileState) ||
actor->InStateSequence(actor->state, actor->MeleeState))
{
static_cast<APlayerPawn *>(actor)->PlayIdle ();
}
// Play ready sound, if any.
if (weapon->ReadySound && player->psprites[ps_weapon].state == weapon->ReadyState)
if (weapon->ReadySound && player->psprites[ps_weapon].state == weapon->FindState(NAME_Ready))
{
if (!(weapon->WeaponFlags & WIF_READYSNDHALF) || pr_wpnreadysnd() < 128)
{
@ -613,8 +613,11 @@ void A_GunFlash (AActor *actor)
return;
}
player->mo->PlayAttacking2 ();
P_SetPsprite (player, ps_flash, (player->ReadyWeapon->bAltFire && player->ReadyWeapon->AltFlashState != NULL) ?
player->ReadyWeapon->AltFlashState : player->ReadyWeapon->FlashState);
FState * flash=NULL;
if (player->ReadyWeapon->bAltFire) flash = player->ReadyWeapon->FindState(NAME_AltFlash);
if (flash == NULL) flash = player->ReadyWeapon->FindState(NAME_Flash);
P_SetPsprite (player, ps_flash, flash);
}
@ -668,7 +671,7 @@ void P_GunShot (AActor *mo, bool accurate, const PClass *pufftype)
angle += pr_gunshot.Random2 () << 18;
}
P_LineAttack (mo, angle, PLAYERMISSILERANGE, bulletpitch, damage, MOD_UNKNOWN, pufftype);
P_LineAttack (mo, angle, PLAYERMISSILERANGE, bulletpitch, damage, NAME_None, pufftype);
}
void A_Light0 (AActor *actor)
@ -742,7 +745,7 @@ void P_MovePsprites (player_t *player)
FState *state;
// [RH] If you don't have a weapon, then the psprites should be NULL.
if (player->ReadyWeapon == NULL && (player->health > 0 || player->mo->DamageType != MOD_FIRE))
if (player->ReadyWeapon == NULL && (player->health > 0 || player->mo->DamageType != NAME_Fire))
{
P_SetPsprite (player, ps_weapon, NULL);
P_SetPsprite (player, ps_flash, NULL);