- 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
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118 changed files with 2103 additions and 1818 deletions
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@ -651,7 +651,7 @@ AWeapon *APlayerPawn::PickNewWeapon (const PClass *ammotype)
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player->PendingWeapon = best;
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if (player->ReadyWeapon != NULL)
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{
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P_SetPsprite (player, ps_weapon, player->ReadyWeapon->DownState);
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P_SetPsprite (player, ps_weapon, player->ReadyWeapon->GetDownState());
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}
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else if (player->PendingWeapon != WP_NOCHANGE)
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{
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@ -1506,7 +1506,7 @@ void P_FallingDamage (AActor *actor)
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damage = 999;
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}
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}
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P_DamageMobj (actor, NULL, NULL, damage, MOD_FALLING);
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P_DamageMobj (actor, NULL, NULL, damage, NAME_Falling);
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}
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//==========================================================================
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@ -1537,7 +1537,7 @@ void P_DeathThink (player_t *player)
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}
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}
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}
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else if (player->mo->DamageType != MOD_ICE)
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else if (!(player->mo->flags & MF_ICECORPSE))
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{ // Fall to ground (if not frozen)
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player->deltaviewheight = 0;
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if (player->viewheight > 6*FRACUNIT)
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@ -1961,7 +1961,7 @@ void P_PlayerThink (player_t *player)
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{
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player->hazardcount--;
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if (!(level.time & 31) && player->hazardcount > 16*TICRATE)
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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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}
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if (player->poisoncount && !(level.time & 15))
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@ -1985,7 +1985,7 @@ void P_PlayerThink (player_t *player)
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}
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else if (player->air_finished <= level.time && !(level.time & 31))
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{
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P_DamageMobj (player->mo, NULL, NULL, 2 + 2*((level.time-player->air_finished)/TICRATE), MOD_WATER);
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P_DamageMobj (player->mo, NULL, NULL, 2 + 2*((level.time-player->air_finished)/TICRATE), NAME_Water);
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}
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}
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}
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