mirror of
https://github.com/ZDoom/qzdoom-gpl.git
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063c85b157
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)
97 lines
3.8 KiB
C
97 lines
3.8 KiB
C
/*
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** version.h
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**
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**---------------------------------------------------------------------------
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** Copyright 1998-2006 Randy Heit
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#ifndef __VERSION_H__
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#define __VERSION_H__
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// The svnrevision.h is automatically updated to grab the revision of
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// of the current source tree so that it can be included with version numbers.
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#include "svnrevision.h"
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/** Lots of different version numbers **/
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#define DOTVERSIONSTR_NOREV "2.1.7"
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// The version string the user actually sees.
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#define DOTVERSIONSTR DOTVERSIONSTR_NOREV " (r" SVN_REVISION_STRING ")"
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// The version as seen in the Windows resource
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#define RC_FILEVERSION 2,1,7,SVN_REVISION_NUMBER
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#define RC_PRODUCTVERSION 2,1,0,0
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#define RC_FILEVERSION2 DOTVERSIONSTR
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#define RC_PRODUCTVERSION2 "2.1"
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// Version identifier for network games.
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// Bump it every time you do a release unless you're certain you
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// didn't change anything that will affect sync.
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#define NETGAMEVERSION 211
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// Version stored in the ini's [LastRun] section.
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// Bump it if you made some configuration change that you want to
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// be able to migrate in FGameConfigFile::DoGlobalSetup().
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#define LASTRUNVERSION "205"
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// Protocol version used in demos.
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// Bump it if you change existing DEM_ commands or add new ones.
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// Otherwise, it should be safe to leave it alone.
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#define DEMOGAMEVERSION 0x207
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// Minimum demo version we can play.
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// Bump it whenever you change or remove existing DEM_ commands.
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#define MINDEMOVERSION 0x207
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// SAVEVER is the version of the information stored in level snapshots.
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// Note that SAVEVER is not directly comparable to VERSION.
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// SAVESIG should match SAVEVER.
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#define SAVEVER 236
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#define SAVESIG "ZDOOMSAVE236"
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// This is so that derivates can use the same savegame versions without worrying about engine compatibility
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#define GAMESIG "ZDOOM"
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#define BASEWAD "zdoom.pk3"
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// More stuff that needs to be different for derivatives.
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#define GAMENAME "ZDoom"
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#define FORUM_URL "http://forum.zdoom.org"
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#ifdef unix
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#define HOME_DIR "~/.zdoom"
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#endif
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// MINSAVEVER is the minimum level snapshot version that can be loaded.
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#define MINSAVEVER 235 // Used by 2.1.5
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// The maximum length of one save game description for the menus.
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#define SAVESTRINGSIZE 24
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#endif //__VERSION_H__
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