- 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

@ -651,7 +651,7 @@ AWeapon *APlayerPawn::PickNewWeapon (const PClass *ammotype)
player->PendingWeapon = best;
if (player->ReadyWeapon != NULL)
{
P_SetPsprite (player, ps_weapon, player->ReadyWeapon->DownState);
P_SetPsprite (player, ps_weapon, player->ReadyWeapon->GetDownState());
}
else if (player->PendingWeapon != WP_NOCHANGE)
{
@ -1506,7 +1506,7 @@ void P_FallingDamage (AActor *actor)
damage = 999;
}
}
P_DamageMobj (actor, NULL, NULL, damage, MOD_FALLING);
P_DamageMobj (actor, NULL, NULL, damage, NAME_Falling);
}
//==========================================================================
@ -1537,7 +1537,7 @@ void P_DeathThink (player_t *player)
}
}
}
else if (player->mo->DamageType != MOD_ICE)
else if (!(player->mo->flags & MF_ICECORPSE))
{ // Fall to ground (if not frozen)
player->deltaviewheight = 0;
if (player->viewheight > 6*FRACUNIT)
@ -1961,7 +1961,7 @@ void P_PlayerThink (player_t *player)
{
player->hazardcount--;
if (!(level.time & 31) && player->hazardcount > 16*TICRATE)
P_DamageMobj (player->mo, NULL, NULL, 5, MOD_SLIME);
P_DamageMobj (player->mo, NULL, NULL, 5, NAME_Slime);
}
if (player->poisoncount && !(level.time & 15))
@ -1985,7 +1985,7 @@ void P_PlayerThink (player_t *player)
}
else if (player->air_finished <= level.time && !(level.time & 31))
{
P_DamageMobj (player->mo, NULL, NULL, 2 + 2*((level.time-player->air_finished)/TICRATE), MOD_WATER);
P_DamageMobj (player->mo, NULL, NULL, 2 + 2*((level.time-player->air_finished)/TICRATE), NAME_Water);
}
}
}