- 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

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