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