- Removed my "backwards compatibility fix" for APROP_Speed. It turns out that

in all the public versions where monster speed is not fixed point, you
  couldn't modify the monster's speed due to a bug in P_Move() anyway. So
  there's nothing to be backward compatible with.


SVN r190 (trunk)
This commit is contained in:
Randy Heit 2006-06-14 23:22:14 +00:00
parent 6e19881b6f
commit 6e198e034b
4 changed files with 13 additions and 10 deletions

View file

@ -1,3 +1,9 @@
June 14, 2006
- Removed my "backwards compatibility fix" for APROP_Speed. It turns out that
in all the public versions where monster speed is not fixed point, you
couldn't modify the monster's speed due to a bug in P_Move() anyway. So
there's nothing to be backward compatible with.
June 14, 2006 (Changes by Graf Zahl)
- Fixed: Saving on maps that don't contain a MAPINFO definition didn't work.
- Fixed: The Zip loader loaded all WADs inside a Zip into the lump directory.
@ -24,6 +30,8 @@ June 12-14, 2006 (Changes by Graf Zahl)
loading of non-map data.
June 13, 2006
- Moved level scroller information out of G_InitLevelLocals() and into
P_FreeLevelData() so that it also gets performed at shutdown.
- Fixed: In the past, ZDoom worked like Doom and used integral values for
monster speeds. Now it uses fixed point so that an actor's speed property
can always be considered is always fixed point. So DoSetActorProperty()

View file

@ -2228,12 +2228,6 @@ void G_InitLevelLocals ()
compatflags.Callback();
NormalLight.ChangeFade (level.fadeto);
if (level.Scrolls != NULL)
{
delete[] level.Scrolls;
level.Scrolls = NULL;
}
}
char *CalcMapName (int episode, int level)

View file

@ -2004,10 +2004,6 @@ void DLevelScript::DoSetActorProperty (AActor *actor, int property, int value)
break;
case APROP_Speed:
if (abs(value) < 128)
{ // Backwards compatibility: Older ZDooms didn't use fixed point in A_Chase.
value <<= FRACBITS;
}
actor->Speed = value;
break;

View file

@ -3257,6 +3257,11 @@ void P_FreeLevelData ()
zones = NULL;
}
P_FreeStrifeConversations ();
if (level.Scrolls != NULL)
{
delete[] level.Scrolls;
level.Scrolls = NULL;
}
}
extern msecnode_t *headsecnode;