- fixed: The TouchedActors array in the Dehacked parser was not freed after parsing was done.
- Initialize the alt HUD explicitly in D_DoomMain. - don't let S_UnloadReverbDef leave a broken list of sound environments behind. - Added more code to explicitly delete data before initializing it. SVN r3039 (trunk)
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parent
22372fff25
commit
770a879f6a
25 changed files with 156 additions and 38 deletions
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@ -53,9 +53,10 @@
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class DLoadSaveMenu : public DListMenu
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{
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DECLARE_CLASS(DLoadSaveMenu, DListMenu)
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friend void ClearSaveGames();
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protected:
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static TDeletingArray<FSaveGameNode*> SaveGames;
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static TArray<FSaveGameNode*> SaveGames;
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static int LastSaved;
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static int LastAccessed;
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@ -114,7 +115,7 @@ public:
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IMPLEMENT_CLASS(DLoadSaveMenu)
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TDeletingArray<FSaveGameNode*> DLoadSaveMenu::SaveGames;
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TArray<FSaveGameNode*> DLoadSaveMenu::SaveGames;
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int DLoadSaveMenu::LastSaved = -1;
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int DLoadSaveMenu::LastAccessed = -1;
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@ -126,6 +127,21 @@ FSaveGameNode *quickSaveSlot;
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//
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//=============================================================================
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void ClearSaveGames()
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{
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for(unsigned i=0;i<DLoadSaveMenu::SaveGames.Size(); i++)
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{
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delete DLoadSaveMenu::SaveGames[i];
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}
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DLoadSaveMenu::SaveGames.Clear();
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}
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//=============================================================================
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//
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// Save data maintenance (stored statically)
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//
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//=============================================================================
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int DLoadSaveMenu::RemoveSaveSlot (int index)
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{
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FSaveGameNode *file = SaveGames[index];
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@ -194,6 +210,8 @@ void DLoadSaveMenu::ReadSaveStrings ()
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findstate_t c_file;
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FString filter;
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LastSaved = LastAccessed = -1;
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quickSaveSlot = NULL;
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filter = G_BuildSaveName ("*.zds", -1);
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filefirst = I_FindFirst (filter.GetChars(), &c_file);
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if (filefirst != ((void *)(-1)))
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