- 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)
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4 changed files with 130 additions and 105 deletions
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@ -1541,7 +1541,12 @@ void G_InitNew (const char *mapname, bool bTitleLevel)
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int stbar = gameinfo.gametype;
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if(Wads.CheckNumForName("SBARINFO") != -1)
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{
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stbar = SBarInfoScript.ParseSBarInfo(Wads.GetNumForName("SBARINFO")); //load last SBARINFO lump to avoid clashes
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if(SBarInfoScript != NULL)
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{
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delete SBarInfoScript;
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}
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SBarInfoScript = new SBarInfo();
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stbar = SBarInfoScript->ParseSBarInfo(Wads.GetNumForName("SBARINFO")); //load last SBARINFO lump to avoid clashes
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}
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//end most of the SBarInfo stuff
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if (StatusBar != NULL)
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