qzdoom-gpl/wadsrc/decorate/doom/deadthings.txt
Randy Heit df17a60f5d - 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

123 lines
2.1 KiB
Text

// Gibbed marine -----------------------------------------------------------
actor GibbedMarine 10
{
Game Doom
States
{
Spawn:
PLAY W -1
Stop
}
}
// Gibbed marine (extra copy) ----------------------------------------------
actor GibbedMarineExtra : GibbedMarine 12
{
Game Doom
}
// Dead marine -------------------------------------------------------------
actor DeadMarine 15
{
Game Doom
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 18
{
Skip_Super
Game Doom
DropItem None
States
{
Spawn:
Goto Super.Death+4
}
}
// Dead shotgun guy --------------------------------------------------------
actor DeadShotgunGuy : ShotgunGuy 19
{
Skip_Super
Game Doom
DropItem None
States
{
Spawn:
Goto Super.Death+4
}
};
// Dead imp ----------------------------------------------------------------
actor DeadDoomImp : DoomImp 20
{
Skip_Super
Game Doom
States
{
Spawn:
Goto Super.Death+4
}
}
// Dead demon --------------------------------------------------------------
actor DeadDemon : Demon 21
{
Skip_Super
Game Doom
States
{
Spawn:
Goto Super.Death+5
}
}
// Dead cacodemon ----------------------------------------------------------
actor DeadCacodemon : Cacodemon 22
{
Skip_Super
Game Doom
States
{
Spawn:
Goto Super.Death+5
}
}
// 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 23
{
Skip_Super
Game Doom
States
{
Spawn:
Goto Super.Death+5
}
}