- Fixed: FBarShader::PrepareShader() set a member variable to point at a

local variable just before returning. Then I made some more changes so that
  it can be a properly functioning texture. After doing that, I decided to
  rewrite the texture generation to be easier for me to read and hopefully
  faster, since this thing is getting generated every frame. (Please don't
  hurt me if I got it wrong. I'm basing this on the description in the wiki,
  since I couldn't wrap my head around what the code was doing by looking
  at it.) Then I realized that there's really no reason to have more than four
  of these ever, and they can be statically generated, so I simplified it some
  more.
- Added Blzut3's latest SBARINFO patch:
 * Fixed a massive memory leak in SBARINFO. The leak also lead to progressive
   CPU usage.
 * Fixed: Playerclass didn't work in SBARINFO.
 * Fixed: Artiflash was improperly initialized causing it not to display the
   first time.
 * Changed the variable SBarInfoScript to be a pointer to prevent more memory
   leaks.


SVN r665 (trunk)
This commit is contained in:
Randy Heit 2008-01-05 04:23:34 +00:00
commit 3017f7646d
4 changed files with 130 additions and 105 deletions

View file

@ -1541,7 +1541,12 @@ void G_InitNew (const char *mapname, bool bTitleLevel)
int stbar = gameinfo.gametype;
if(Wads.CheckNumForName("SBARINFO") != -1)
{
stbar = SBarInfoScript.ParseSBarInfo(Wads.GetNumForName("SBARINFO")); //load last SBARINFO lump to avoid clashes
if(SBarInfoScript != NULL)
{
delete SBarInfoScript;
}
SBarInfoScript = new SBarInfo();
stbar = SBarInfoScript->ParseSBarInfo(Wads.GetNumForName("SBARINFO")); //load last SBARINFO lump to avoid clashes
}
//end most of the SBarInfo stuff
if (StatusBar != NULL)