- 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)
This commit is contained in:
Randy Heit 2006-05-09 03:40:15 +00:00
commit df17a60f5d
26 changed files with 314 additions and 131 deletions

View file

@ -31,19 +31,6 @@ BEGIN_DEFAULTS (AWeapon, Any, -1, 0)
PROP_Inventory_PickupSound ("misc/w_pkup")
END_DEFAULTS
ACTOR_STATE_NAMES(AWeapon) =
{
{ (FState *AActor::*)&AWeapon::UpState, "Up" },
{ (FState *AActor::*)&AWeapon::DownState, "Down" },
{ (FState *AActor::*)&AWeapon::ReadyState, "Ready" },
{ (FState *AActor::*)&AWeapon::AtkState, "Attack" },
{ (FState *AActor::*)&AWeapon::HoldAtkState, "HoldAttack" },
{ (FState *AActor::*)&AWeapon::AltAtkState, "AltAttack" },
{ (FState *AActor::*)&AWeapon::AltHoldAtkState, "AltHoldAttack" },
{ (FState *AActor::*)&AWeapon::FlashState, "Flash" },
{ 0, NAME_None }
};
//===========================================================================
//
// AWeapon :: Serialize