- 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

@ -83,13 +83,6 @@ enum ETerrainKeywords
TR_FRICTION
};
enum EDamageKeywords
{
DAM_Lava,
DAM_Ice,
DAM_Slime
};
enum EGenericType
{
GEN_End,
@ -190,14 +183,6 @@ static const char *TerrainKeywords[] =
NULL
};
static const char *DamageKeywords[] =
{
"lava",
"ice",
"slime",
NULL
};
// Alternate offsetof macro to shut GCC up
#define theoffsetof(type,field) ((size_t)&((type*)1)->field - 1)
@ -501,20 +486,9 @@ static void ParseDamage (int keyword, void *fields)
FTerrainDef *def = (FTerrainDef *)fields;
SC_MustGetString ();
switch (SC_MustMatchString (DamageKeywords))
{
case DAM_Lava:
def->DamageMOD = MOD_FIRE;
break;
case DAM_Ice:
def->DamageMOD = MOD_ICE;
break;
case DAM_Slime:
def->DamageMOD = MOD_SLIME;
break;
}
// Lava is synonymous with Fire here!
if (SC_Compare("Lava")) def->DamageMOD=NAME_Fire;
else def->DamageMOD=sc_String;
}
//==========================================================================