- Fixed: The names in the Depths array in m_options.cpp were never freed.
- Fixed: FDoomEdMap needed a destructor. - Fixed: Decal animators were never freed. - Fixed: Colormaps were never freed. - Fixed: Memory allocated in R_InitTranslationTables() was never freed. - Fixed: R_InitParticles() allocated way more memory than it needed to. (And the particle memory was never freed, either.) - Fixed: FMetaTable::FreeMeta() should use delete[] to free string metadata. - Fixed: FConfigFile::ClearCurrentSection() must cast the entry to a char * before deleting it, because that's the way it was allocated. - Fixed definitions of DeadZombieMan and DeadShotgunGuy in doom/deadthings.txt. Skip_super resets the dropitem list, so having it after "DropItem None" is pointless. - Fixed: Decorate DropItem information was never freed. - Fixed: FinishStates() allocated even 0-entry state arrays. - Fixed: Default actor instances were never freed. - Fixed: FRandomSoundList never freed its sound list. - Fixed: Level and cluster strings read from MAPINFO were never freed. - Fixed: Episode names were never freed. - Fixed: InverseColormap and GoldColormap were never freed. Since they're always allocated, they can just be arrays rather than pointers. - Fixed: FFont destructor never freed any of the character data or the font's name. - Fixed: Fonts were not freed at exit. - Fixed: FStringTable::LoadLanguage() did not call SC_Close(). - Fixed: When using the -iwad parameter, IdentifyVersion() did not release the buffer it created to hold the parameter's path. SVN r88 (trunk)
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26 changed files with 314 additions and 131 deletions
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@ -31,19 +31,6 @@ BEGIN_DEFAULTS (AWeapon, Any, -1, 0)
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PROP_Inventory_PickupSound ("misc/w_pkup")
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END_DEFAULTS
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ACTOR_STATE_NAMES(AWeapon) =
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{
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{ (FState *AActor::*)&AWeapon::UpState, "Up" },
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{ (FState *AActor::*)&AWeapon::DownState, "Down" },
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{ (FState *AActor::*)&AWeapon::ReadyState, "Ready" },
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{ (FState *AActor::*)&AWeapon::AtkState, "Attack" },
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{ (FState *AActor::*)&AWeapon::HoldAtkState, "HoldAttack" },
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{ (FState *AActor::*)&AWeapon::AltAtkState, "AltAttack" },
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{ (FState *AActor::*)&AWeapon::AltHoldAtkState, "AltHoldAttack" },
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{ (FState *AActor::*)&AWeapon::FlashState, "Flash" },
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{ 0, NAME_None }
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};
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//===========================================================================
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//
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// AWeapon :: Serialize
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