- 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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@ -127,7 +127,7 @@ bool CheckIfExitIsGood (AActor *self)
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if ((deathmatch || alwaysapplydmflags) && (dmflags & DF_NO_EXIT))
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{
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P_DamageMobj (self, self, self, 1000000, MOD_EXIT);
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P_DamageMobj (self, self, self, 1000000, NAME_Exit);
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return false;
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}
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if (deathmatch)
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@ -399,20 +399,20 @@ void P_PlayerInSpecialSector (player_t *player)
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case Damage_InstantDeath:
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// Strife's instant death sector
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P_DamageMobj (player->mo, NULL, NULL, 999, MOD_UNKNOWN);
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P_DamageMobj (player->mo, NULL, NULL, 999, NAME_None);
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break;
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case dDamage_Hellslime:
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// HELLSLIME DAMAGE
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if (ironfeet == NULL && !(level.time&0x1f))
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P_DamageMobj (player->mo, NULL, NULL, 10, MOD_SLIME);
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P_DamageMobj (player->mo, NULL, NULL, 10, NAME_Slime);
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break;
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case dDamage_Nukage:
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// NUKAGE DAMAGE
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case sLight_Strobe_Hurt:
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if (ironfeet == NULL && !(level.time&0x1f))
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P_DamageMobj (player->mo, NULL, NULL, 5, MOD_SLIME);
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P_DamageMobj (player->mo, NULL, NULL, 5, NAME_Slime);
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break;
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case dDamage_SuperHellslime:
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@ -422,7 +422,7 @@ void P_PlayerInSpecialSector (player_t *player)
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if (ironfeet == NULL || pr_playerinspecialsector() < 5)
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{
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if (!(level.time&0x1f))
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P_DamageMobj (player->mo, NULL, NULL, 20, MOD_SLIME);
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P_DamageMobj (player->mo, NULL, NULL, 20, NAME_Slime);
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}
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break;
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@ -441,7 +441,7 @@ void P_PlayerInSpecialSector (player_t *player)
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player->cheats &= ~CF_GODMODE;
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if (!(level.time & 0x1f))
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P_DamageMobj (player->mo, NULL, NULL, 20, MOD_UNKNOWN);
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P_DamageMobj (player->mo, NULL, NULL, 20, NAME_None);
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if (player->health <= 10 && (!deathmatch || !(dmflags & DF_NO_EXIT)))
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G_ExitLevel(0, false);
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@ -451,7 +451,7 @@ void P_PlayerInSpecialSector (player_t *player)
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case dScroll_EastLavaDamage:
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if (!(level.time & 15))
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{
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P_DamageMobj(player->mo, NULL, NULL, 5, MOD_FIRE);
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P_DamageMobj(player->mo, NULL, NULL, 5, NAME_Fire);
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P_HitFloor(player->mo);
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}
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break;
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@ -459,7 +459,7 @@ void P_PlayerInSpecialSector (player_t *player)
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case dDamage_LavaHefty:
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if(!(level.time & 15))
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{
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P_DamageMobj(player->mo, NULL, NULL, 8, MOD_FIRE);
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P_DamageMobj(player->mo, NULL, NULL, 8, NAME_Fire);
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P_HitFloor(player->mo);
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}
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break;
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@ -478,18 +478,18 @@ void P_PlayerInSpecialSector (player_t *player)
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break;
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case 0x100: // 2/5 damage per 31 ticks
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if (ironfeet == NULL && !(level.time&0x1f))
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P_DamageMobj (player->mo, NULL, NULL, 5, MOD_FIRE);
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P_DamageMobj (player->mo, NULL, NULL, 5, NAME_Fire);
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break;
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case 0x200: // 5/10 damage per 31 ticks
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if (ironfeet == NULL && !(level.time&0x1f))
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P_DamageMobj (player->mo, NULL, NULL, 10, MOD_SLIME);
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P_DamageMobj (player->mo, NULL, NULL, 10, NAME_Slime);
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break;
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case 0x300: // 10/20 damage per 31 ticks
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if (ironfeet == NULL
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|| pr_playerinspecialsector() < 5) // take damage even with suit
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{
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if (!(level.time&0x1f))
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P_DamageMobj (player->mo, NULL, NULL, 20, MOD_SLIME);
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P_DamageMobj (player->mo, NULL, NULL, 20, NAME_Slime);
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}
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break;
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}
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@ -501,19 +501,19 @@ void P_PlayerInSpecialSector (player_t *player)
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if (sector->damage < 20)
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{
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if (ironfeet == NULL && !(level.time&0x1f))
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P_DamageMobj (player->mo, NULL, NULL, sector->damage, sector->mod);
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P_DamageMobj (player->mo, NULL, NULL, sector->damage, MODtoDamageType (sector->mod));
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}
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else if (sector->damage < 50)
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{
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if ((ironfeet == NULL || (pr_playerinspecialsector()<5))
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&& !(level.time&0x1f))
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{
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P_DamageMobj (player->mo, NULL, NULL, sector->damage, sector->mod);
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P_DamageMobj (player->mo, NULL, NULL, sector->damage, MODtoDamageType (sector->mod));
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}
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}
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else
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{
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P_DamageMobj (player->mo, NULL, NULL, sector->damage, sector->mod);
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P_DamageMobj (player->mo, NULL, NULL, sector->damage, MODtoDamageType (sector->mod));
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}
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}
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@ -1001,7 +1001,7 @@ void P_SpawnSpecials (void)
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for (s = -1; (s = P_FindSectorFromTag(lines[i].args[0],s)) >= 0;)
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{
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sectors[s].damage = damage;
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sectors[s].mod = MOD_UNKNOWN;
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sectors[s].mod = 0;//MOD_UNKNOWN;
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}
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}
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break;
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