- Added VSpeed DECORATE property so that an actor can be given an initial
vertical speed.
- Removed the barrel check in P_DamageMobj. AActor::Die is doing the same
operation unconditionally so this is redundant.
- Added A_BarrelDestroy to the list of DECORATE code pointers so that
the same effect can be recreated for other items as well.
- Renamed A_BarrelRespawn to A_Respawn, changed it so that it works for
monsters and added it to the list of DECORATE code pointers. Now Quake-style
zombies should be possible. ;)
- Changed handling of MF4_RANDOMIZE so that it applies to all actors being
spawned and not just projectiles.
- Converted Berserk and Megasphere to DECORATE.
- Fixed: HealThing should respect the stamina a player has and the Dehacked
health compatibility flag if max is 0. To do that it calls P_GiveBody now.
SVN r373 (trunk)
with an FString now.
- Fixed: The music strings in the default level info were never freed and
caused memory leaks when used repeatedly.
- Fixed: The intermusic string in the level info was never freed.
- Fixed: The default fire obituary should only be printed if the damage
came from the environment. If it comes from a monster the monster specific
obituary should be used instead.
- Added custom damage types from the floating point test release.
- Changed Pain Elemental's massacre check. Now A_PainDie checks for the damage
type and doesn't spawn anything if it is NAME_Massacre. A_PainDie can also
be used by other actors so a more generalized approach is needed than hard
coding it into the Pain Elemental.
- Converted a few of Doom's monsters to DECORATE because I couldn't test the
first version of the custom state code with the corpses inheriting from them.
- Added custom states from last year's floating point test release and fixed
some bugs I found in that code. Unfortunately it wasn't all salvageable
and it was easier to recreate some parts from scratch.
SVN r368 (trunk)