- Removed my "backwards compatibility fix" for APROP_Speed. It turns out that

in all the public versions where monster speed is not fixed point, you
  couldn't modify the monster's speed due to a bug in P_Move() anyway. So
  there's nothing to be backward compatible with.


SVN r190 (trunk)
This commit is contained in:
Randy Heit 2006-06-14 23:22:14 +00:00
commit 6e198e034b
4 changed files with 13 additions and 10 deletions

View file

@ -2228,12 +2228,6 @@ void G_InitLevelLocals ()
compatflags.Callback();
NormalLight.ChangeFade (level.fadeto);
if (level.Scrolls != NULL)
{
delete[] level.Scrolls;
level.Scrolls = NULL;
}
}
char *CalcMapName (int episode, int level)

View file

@ -2004,10 +2004,6 @@ void DLevelScript::DoSetActorProperty (AActor *actor, int property, int value)
break;
case APROP_Speed:
if (abs(value) < 128)
{ // Backwards compatibility: Older ZDooms didn't use fixed point in A_Chase.
value <<= FRACBITS;
}
actor->Speed = value;
break;

View file

@ -3257,6 +3257,11 @@ void P_FreeLevelData ()
zones = NULL;
}
P_FreeStrifeConversations ();
if (level.Scrolls != NULL)
{
delete[] level.Scrolls;
level.Scrolls = NULL;
}
}
extern msecnode_t *headsecnode;