- 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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@ -1212,18 +1212,19 @@ void R_DrawFogBoundary (int x1, int x2, short *uclip, short *dclip)
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//
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void R_InitTranslationTables ()
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{
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int i, j;
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// Diminishing translucency tables for shaded actors. Not really
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// translation tables, but putting them here was convenient, particularly
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// since translationtables[0] would otherwise be wasted.
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translationtables[0] = new BYTE[256*
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static BYTE MainTranslationTables[256*
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(NUMCOLORMAPS*16 // Shaded
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+MAXPLAYERS*2 // Players + PlayersExtra
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+8 // Standard (7 for Strife, 3 for the rest)
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+MAX_ACS_TRANSLATIONS // LevelScripted
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+BODYQUESIZE // PlayerCorpses
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)];
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int i, j;
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// Diminishing translucency tables for shaded actors. Not really
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// translation tables, but putting them here was convenient, particularly
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// since translationtables[0] would otherwise be wasted.
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translationtables[0] = MainTranslationTables;
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// Player translations, one for each player
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translationtables[TRANSLATION_Players] =
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