mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-19 10:51:26 +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 -----------------------------------------------------------
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actor GibbedMarine 10
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{
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Game Doom
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States
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{
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Spawn:
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PLAY W -1
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Stop
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}
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}
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// Gibbed marine (extra copy) ----------------------------------------------
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actor GibbedMarineExtra : GibbedMarine 12
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{
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Game Doom
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}
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// Dead marine -------------------------------------------------------------
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actor DeadMarine 15
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{
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Game Doom
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States
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{
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Spawn:
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PLAY N -1
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Stop
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}
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}
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/* If it wasn't for Dehacked compatibility, the rest of these would be
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* better defined as single frame states. But since Doom reused the
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* dead state from the original monsters, we need to do the same.
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*/
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// Dead zombie man ---------------------------------------------------------
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actor DeadZombieMan : ZombieMan 18
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{
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Skip_Super
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Game Doom
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DropItem None
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States
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{
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Spawn:
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Goto Super.Death+4
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}
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}
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// Dead shotgun guy --------------------------------------------------------
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actor DeadShotgunGuy : ShotgunGuy 19
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{
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Skip_Super
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Game Doom
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DropItem None
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States
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{
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Spawn:
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Goto Super.Death+4
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}
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};
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// Dead imp ----------------------------------------------------------------
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actor DeadDoomImp : DoomImp 20
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{
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Skip_Super
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Game Doom
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States
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{
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Spawn:
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Goto Super.Death+4
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}
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}
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// Dead demon --------------------------------------------------------------
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actor DeadDemon : Demon 21
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{
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Skip_Super
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Game Doom
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States
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{
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Spawn:
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Goto Super.Death+5
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}
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}
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// Dead cacodemon ----------------------------------------------------------
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actor DeadCacodemon : Cacodemon 22
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{
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Skip_Super
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Game Doom
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States
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{
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Spawn:
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Goto Super.Death+5
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}
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}
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// Dead lost soul ----------------------------------------------------------
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/* [RH] Considering that the lost soul removes itself when it dies, there
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* really wasn't much point in id including this thing, but they did anyway.
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* (There was probably a time when it stayed around after death, and this is
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* a holdover from that.)
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*/
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actor DeadLostSoul : LostSoul 23
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{
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Skip_Super
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Game Doom
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States
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{
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Spawn:
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Goto Super.Death+5
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}
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}
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