mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-28 15:02:39 +00:00
df17a60f5d
- 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)
123 lines
2.1 KiB
Text
123 lines
2.1 KiB
Text
// Gibbed marine -----------------------------------------------------------
|
|
|
|
actor GibbedMarine 10
|
|
{
|
|
Game Doom
|
|
States
|
|
{
|
|
Spawn:
|
|
PLAY W -1
|
|
Stop
|
|
}
|
|
}
|
|
|
|
// Gibbed marine (extra copy) ----------------------------------------------
|
|
|
|
actor GibbedMarineExtra : GibbedMarine 12
|
|
{
|
|
Game Doom
|
|
}
|
|
|
|
// Dead marine -------------------------------------------------------------
|
|
|
|
actor DeadMarine 15
|
|
{
|
|
Game Doom
|
|
States
|
|
{
|
|
Spawn:
|
|
PLAY N -1
|
|
Stop
|
|
}
|
|
}
|
|
|
|
/* If it wasn't for Dehacked compatibility, the rest of these would be
|
|
* better defined as single frame states. But since Doom reused the
|
|
* dead state from the original monsters, we need to do the same.
|
|
*/
|
|
|
|
// Dead zombie man ---------------------------------------------------------
|
|
|
|
actor DeadZombieMan : ZombieMan 18
|
|
{
|
|
Skip_Super
|
|
Game Doom
|
|
DropItem None
|
|
States
|
|
{
|
|
Spawn:
|
|
Goto Super.Death+4
|
|
}
|
|
}
|
|
|
|
// Dead shotgun guy --------------------------------------------------------
|
|
|
|
actor DeadShotgunGuy : ShotgunGuy 19
|
|
{
|
|
Skip_Super
|
|
Game Doom
|
|
DropItem None
|
|
States
|
|
{
|
|
Spawn:
|
|
Goto Super.Death+4
|
|
}
|
|
};
|
|
|
|
// Dead imp ----------------------------------------------------------------
|
|
|
|
actor DeadDoomImp : DoomImp 20
|
|
{
|
|
Skip_Super
|
|
Game Doom
|
|
States
|
|
{
|
|
Spawn:
|
|
Goto Super.Death+4
|
|
}
|
|
}
|
|
|
|
// Dead demon --------------------------------------------------------------
|
|
|
|
actor DeadDemon : Demon 21
|
|
{
|
|
Skip_Super
|
|
Game Doom
|
|
States
|
|
{
|
|
Spawn:
|
|
Goto Super.Death+5
|
|
}
|
|
}
|
|
|
|
// Dead cacodemon ----------------------------------------------------------
|
|
|
|
actor DeadCacodemon : Cacodemon 22
|
|
{
|
|
Skip_Super
|
|
Game Doom
|
|
States
|
|
{
|
|
Spawn:
|
|
Goto Super.Death+5
|
|
}
|
|
}
|
|
|
|
// Dead lost soul ----------------------------------------------------------
|
|
|
|
/* [RH] Considering that the lost soul removes itself when it dies, there
|
|
* really wasn't much point in id including this thing, but they did anyway.
|
|
* (There was probably a time when it stayed around after death, and this is
|
|
* a holdover from that.)
|
|
*/
|
|
|
|
actor DeadLostSoul : LostSoul 23
|
|
{
|
|
Skip_Super
|
|
Game Doom
|
|
States
|
|
{
|
|
Spawn:
|
|
Goto Super.Death+5
|
|
}
|
|
}
|