gzdoom/wadsrc/static/actors/doom/deadthings.txt

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// Gibbed marine -----------------------------------------------------------
actor GibbedMarine
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{
States
{
Spawn:
PLAY W -1
Stop
}
}
// Gibbed marine (extra copy) ----------------------------------------------
actor GibbedMarineExtra : GibbedMarine
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{
}
// Dead marine -------------------------------------------------------------
actor DeadMarine
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{
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
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{
- 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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Skip_Super
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DropItem None
States
{
Spawn:
Goto Super::Death+4
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}
}
// Dead shotgun guy --------------------------------------------------------
actor DeadShotgunGuy : ShotgunGuy
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{
- 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)
2006-05-09 03:40:15 +00:00
Skip_Super
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DropItem None
States
{
Spawn:
Goto Super::Death+4
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}
}
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// Dead imp ----------------------------------------------------------------
actor DeadDoomImp : DoomImp
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{
Skip_Super
States
{
Spawn:
Goto Super::Death+4
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}
}
// Dead demon --------------------------------------------------------------
actor DeadDemon : Demon
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{
Skip_Super
States
{
Spawn:
Goto Super::Death+5
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}
}
// Dead cacodemon ----------------------------------------------------------
actor DeadCacodemon : Cacodemon
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{
Skip_Super
States
{
Spawn:
Goto Super::Death+5
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}
}
// 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
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{
Skip_Super
States
{
Spawn:
Goto Super::Death+5
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}
}