Commit graph

4 commits

Author SHA1 Message Date
Christoph Oelckers
9b0b199bb5 - Fixed: Commander Keen's death sequence had one state duplicated.
- Fixed: Due to the changes for custom states the internal weapons shouldn't
  define a holdatk state unless it differs from the attack state.
- Fixed: The bot code tried to spawn ACajunBodyNode instead of CajunBodyNode.
- Changed: MF2_BLASTED doesn't work well for players so I had to take it out
  of A_BlastRadius.
- Fixed: When MF2_BLASTED was cleared MF2_SLIDE got cleared as well, no matter
  whether it was set by default or not. Now the MF2_SLIDE check checks both
  flags and the BlastRadius code doesn't set MF2_SLIDE anymore.


SVN r422 (trunk)
2006-12-23 12:12:06 +00:00
Christoph Oelckers
063c85b157 - Fixed: The global WeaponSection string was never freed. It has been replaced
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)
2006-10-31 14:53:21 +00:00
Christoph Oelckers
bb617dfbfd - Changed: The decision whether blood splatter sprites are spawned is no
longer determined by game. Instead there's a new flag, MF5_BLOODSPLATTER
  which is deciding what to do. To keep backwards compatibility this flag
  is unset for projectiles in Doom and Strife and set for them in Heretic 
  and Hexen. The same applies to DECORATE but of course the flag can be
  manipulated here.
- BLODxx sprites are now globally renamed to BLUDxx when not playing Doom. 
  This allows using the same states in every game, including the 
  Raven-specific blood actors.
- Gave the bullet puff and the axe blood masses of 5 so that the make small
  splashes.
- Added A_Light(value) code pointer for DECORATE to generalize the weapon
  light effect.
- Added 'noskillmenu' option to MAPINFO episode definitions. This is for
  WADs that want to implement a skill selection level.
- Added APROP_ChaseGoal and APROP_Frightened actor properties for ACS.
- Added MF5_CHASEGOAL flag that makes monsters to go after their goal even
  if they have a valid target.
- Fixed some issues with the changes to P_NewChaseDir I made to include
  MBF's dropoff logic.
- Added a PowerFrightener powerup class. It seemed like such a waste to
  have this cool feature but no means to use it in a decent fashion.
- Fixed: S_Init and S_ParseSndInfo should call atterm only once but not
  each time they are called.

SVN r112 (trunk)
2006-05-13 12:41:15 +00:00
Randy Heit
cf11cbdb30 Directory restructuring to make it easier to version projects that don't build zdoom.exe.
SVN r4 (trunk)
2006-02-24 04:48:15 +00:00