- Fixed: Skin definitions were never freed.
- Fixed: Names in terrain definitions were never freed. Replacing them with FNames would have been a good idea anyway. - Fixed: The lock definitions were never freed. - Fixed: FDoorAnimation was missing a destructor. - Fixed: animation and switch definitions were never freed. - Replaced all other places where FindType was used with FNames with IFindType. SVN r90 (trunk)
This commit is contained in:
parent
ace3ed1188
commit
763efb3682
11 changed files with 108 additions and 32 deletions
|
|
@ -1015,7 +1015,7 @@ void A_NoBlocking (AActor *actor)
|
|||
{
|
||||
if (di->Name != NAME_None)
|
||||
{
|
||||
const TypeInfo *ti = TypeInfo::FindType(di->Name);
|
||||
const TypeInfo *ti = TypeInfo::IFindType(di->Name);
|
||||
if (ti) P_DropItem (actor, ti, di->amount, di->probability);
|
||||
}
|
||||
di = di->Next;
|
||||
|
|
@ -3618,7 +3618,7 @@ void FinishThingdef()
|
|||
v = defaults->AmmoType1;
|
||||
if (v != NAME_None && v.IsValidName())
|
||||
{
|
||||
defaults->AmmoType1 = TypeInfo::FindType(v.GetChars());
|
||||
defaults->AmmoType1 = TypeInfo::IFindType(v.GetChars());
|
||||
if (!defaults->AmmoType1)
|
||||
{
|
||||
SC_ScriptError("Unknown ammo type '%s' in '%s'\n", v.GetChars(), ti->Name+1);
|
||||
|
|
@ -3632,7 +3632,7 @@ void FinishThingdef()
|
|||
v = defaults->AmmoType2;
|
||||
if (v != NAME_None && v.IsValidName())
|
||||
{
|
||||
defaults->AmmoType2 = TypeInfo::FindType(v.GetChars());
|
||||
defaults->AmmoType2 = TypeInfo::IFindType(v.GetChars());
|
||||
if (!defaults->AmmoType2)
|
||||
{
|
||||
SC_ScriptError("Unknown ammo type '%s' in '%s'\n", v.GetChars(), ti->Name+1);
|
||||
|
|
@ -3646,7 +3646,7 @@ void FinishThingdef()
|
|||
v = defaults->SisterWeaponType;
|
||||
if (v != NAME_None && v.IsValidName())
|
||||
{
|
||||
defaults->SisterWeaponType = TypeInfo::FindType(v.GetChars());
|
||||
defaults->SisterWeaponType = TypeInfo::IFindType(v.GetChars());
|
||||
if (!defaults->SisterWeaponType)
|
||||
{
|
||||
SC_ScriptError("Unknown sister weapon type '%s' in '%s'\n", v.GetChars(), ti->Name+1);
|
||||
|
|
@ -3677,7 +3677,7 @@ void FinishThingdef()
|
|||
v = defaults->WeaponClass;
|
||||
if (v != NAME_None)
|
||||
{
|
||||
defaults->WeaponClass = TypeInfo::FindType(v.GetChars());
|
||||
defaults->WeaponClass = TypeInfo::IFindType(v.GetChars());
|
||||
if (!defaults->WeaponClass)
|
||||
{
|
||||
SC_ScriptError("Unknown weapon type '%s' in '%s'\n", v.GetChars(), ti->Name+1);
|
||||
|
|
@ -3695,6 +3695,6 @@ void FinishThingdef()
|
|||
{
|
||||
char fmt[20];
|
||||
sprintf(fmt, "QuestItem%d", i+1);
|
||||
QuestItemClasses[i]=TypeInfo::FindType(fmt);
|
||||
QuestItemClasses[i]=TypeInfo::IFindType(fmt);
|
||||
}
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue