- 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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@ -168,24 +168,6 @@ IMPLEMENT_POINTY_CLASS (AActor)
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DECLARE_POINTER (master)
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END_POINTERS
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ACTOR_STATE_NAMES(AActor) =
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{
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{ &AActor::SpawnState, "Spawn" },
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{ &AActor::SeeState, "See" },
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{ &AActor::PainState, "Pain" },
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{ &AActor::MeleeState, "Melee" },
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{ &AActor::MissileState, "Missile" },
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{ &AActor::CrashState, "Crash" },
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{ &AActor::DeathState, "Death" },
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{ &AActor::XDeathState, "XDeath" },
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{ &AActor::BDeathState, "Burn" },
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{ &AActor::IDeathState, "Ice" },
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{ &AActor::EDeathState, "Disintegrate" },
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{ &AActor::RaiseState, "Raise" },
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{ &AActor::WoundState, "Wound" },
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{ 0, NAME_None }
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};
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AActor::~AActor ()
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{
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// Please avoid calling the destructor directly (or through delete)!
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