- 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

@ -191,7 +191,7 @@ static void DoAttack (AActor *self, bool domelee, bool domissile)
int MeleeDamage=StateParameters[index];
int MeleeSound=StateParameters[index+1];
const char *MissileName=(const char *)StateParameters[index+2];
FName MissileName=(ENamedName)StateParameters[index+2];
fixed_t MissileHeight=StateParameters[index+3];
A_FaceTarget (self);
@ -202,7 +202,7 @@ static void DoAttack (AActor *self, bool domelee, bool domissile)
P_DamageMobj (self->target, self, self, damage, MOD_HIT);
P_TraceBleed (damage, self->target, self);
}
else if (domissile && MissileName)
else if (domissile && MissileName != NAME_None)
{
const TypeInfo * ti=TypeInfo::FindType(MissileName);
if (ti)