mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-28 23:11:58 +00:00
- moved all trivial actor properties into the scripts as 'property' declarations.
This commit is contained in:
parent
4784aae098
commit
845c43876c
5 changed files with 86 additions and 845 deletions
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@ -583,33 +583,6 @@ DEFINE_PROPERTY(tag, S, Actor)
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defaults->SetTag(str);
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}
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//==========================================================================
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//
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//==========================================================================
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DEFINE_PROPERTY(health, I, Actor)
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{
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PROP_INT_PARM(id, 0);
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defaults->health=id;
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}
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//==========================================================================
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//
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//==========================================================================
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DEFINE_PROPERTY(woundhealth, I, Actor)
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{
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PROP_INT_PARM(id, 0);
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defaults->WoundHealth = id;
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}
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//==========================================================================
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//
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//==========================================================================
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DEFINE_PROPERTY(reactiontime, I, Actor)
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{
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PROP_INT_PARM(id, 0);
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defaults->reactiontime=id;
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}
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//==========================================================================
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//
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//==========================================================================
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@ -631,16 +604,6 @@ DEFINE_PROPERTY(painchance, ZI, Actor)
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}
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}
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//==========================================================================
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//
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//==========================================================================
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DEFINE_PROPERTY(painthreshold, I, Actor)
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{
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PROP_INT_PARM(id, 0);
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defaults->PainThreshold = id;
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}
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//==========================================================================
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//
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//==========================================================================
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@ -682,106 +645,6 @@ DEFINE_PROPERTY(damage, X, Actor)
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CreateDamageFunction(bag.Namespace, bag.Version, bag.Info, defaults, id, true, bag.Lumpnum);
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}
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//==========================================================================
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//
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//==========================================================================
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DEFINE_PROPERTY(damagemultiply, F, Actor)
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{
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PROP_FLOAT_PARM(dmgm, 0);
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defaults->DamageMultiply = dmgm;
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}
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//==========================================================================
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//
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//==========================================================================
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DEFINE_PROPERTY(projectilekickback, I, Actor)
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{
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PROP_INT_PARM(id, 0);
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defaults->projectileKickback = id;
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}
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//==========================================================================
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//
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//==========================================================================
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DEFINE_PROPERTY(speed, F, Actor)
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{
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PROP_DOUBLE_PARM(id, 0);
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defaults->Speed = id;
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}
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//==========================================================================
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//
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//==========================================================================
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DEFINE_PROPERTY(floatspeed, F, Actor)
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{
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PROP_DOUBLE_PARM(id, 0);
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defaults->FloatSpeed = id;
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}
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//==========================================================================
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//
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//==========================================================================
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DEFINE_PROPERTY(radius, F, Actor)
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{
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PROP_DOUBLE_PARM(id, 0);
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defaults->radius = id;
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}
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//==========================================================================
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//
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//==========================================================================
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DEFINE_PROPERTY(renderradius, F, Actor)
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{
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PROP_DOUBLE_PARM(id, 0);
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defaults->renderradius = id;
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}
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//==========================================================================
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//
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//==========================================================================
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DEFINE_PROPERTY(height, F, Actor)
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{
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PROP_DOUBLE_PARM(id, 0);
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defaults->Height=id;
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}
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//==========================================================================
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//
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//==========================================================================
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DEFINE_PROPERTY(projectilepassheight, F, Actor)
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{
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PROP_DOUBLE_PARM(id, 0);
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defaults->projectilepassheight=id;
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}
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//==========================================================================
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//
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//==========================================================================
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DEFINE_PROPERTY(mass, I, Actor)
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{
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PROP_INT_PARM(id, 0);
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defaults->Mass=id;
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}
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//==========================================================================
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//
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//==========================================================================
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DEFINE_PROPERTY(xscale, F, Actor)
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{
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PROP_DOUBLE_PARM(id, 0);
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defaults->Scale.X = id;
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}
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//==========================================================================
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//
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//==========================================================================
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DEFINE_PROPERTY(yscale, F, Actor)
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{
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PROP_DOUBLE_PARM(id, 0);
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defaults->Scale.Y = id;
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}
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//==========================================================================
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//
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//==========================================================================
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@ -814,78 +677,6 @@ DEFINE_PROPERTY(args, Iiiii, Actor)
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defaults->flags2|=MF2_ARGSDEFINED;
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}
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//==========================================================================
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//
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//==========================================================================
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DEFINE_PROPERTY(seesound, S, Actor)
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{
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PROP_STRING_PARM(str, 0);
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defaults->SeeSound = str;
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}
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//==========================================================================
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//
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//==========================================================================
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DEFINE_PROPERTY(attacksound, S, Actor)
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{
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PROP_STRING_PARM(str, 0);
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defaults->AttackSound = str;
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}
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//==========================================================================
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//
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//==========================================================================
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DEFINE_PROPERTY(bouncesound, S, Actor)
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{
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PROP_STRING_PARM(str, 0);
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defaults->BounceSound = str;
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}
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//==========================================================================
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//
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//==========================================================================
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DEFINE_PROPERTY(wallbouncesound, S, Actor)
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{
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PROP_STRING_PARM(str, 0);
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defaults->WallBounceSound = str;
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}
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//==========================================================================
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//
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//==========================================================================
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DEFINE_PROPERTY(painsound, S, Actor)
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{
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PROP_STRING_PARM(str, 0);
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defaults->PainSound = str;
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}
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//==========================================================================
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//
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//==========================================================================
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DEFINE_PROPERTY(deathsound, S, Actor)
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{
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PROP_STRING_PARM(str, 0);
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defaults->DeathSound = str;
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}
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//==========================================================================
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//
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//==========================================================================
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DEFINE_PROPERTY(activesound, S, Actor)
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{
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PROP_STRING_PARM(str, 0);
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defaults->ActiveSound = str;
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}
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//==========================================================================
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//
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//==========================================================================
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DEFINE_PROPERTY(crushpainsound, S, Actor)
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{
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PROP_STRING_PARM(str, 0);
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defaults->CrushPainSound = str;
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}
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//==========================================================================
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//
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//==========================================================================
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@ -951,51 +742,6 @@ DEFINE_PROPERTY(defaultalpha, 0, Actor)
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defaults->Alpha = gameinfo.gametype == GAME_Heretic ? HR_SHADOW : HX_SHADOW;
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}
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//==========================================================================
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//
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//==========================================================================
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DEFINE_PROPERTY(alpha, F, Actor)
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{
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PROP_DOUBLE_PARM(id, 0);
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defaults->Alpha = id;
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}
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//==========================================================================
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//
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//==========================================================================
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DEFINE_PROPERTY(maxtargetrange, F, Actor)
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{
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PROP_DOUBLE_PARM(id, 0);
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defaults->maxtargetrange = id;
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}
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//==========================================================================
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//
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//==========================================================================
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DEFINE_PROPERTY(meleethreshold, F, Actor)
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{
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PROP_DOUBLE_PARM(id, 0);
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defaults->meleethreshold = id;
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}
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//==========================================================================
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//
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//==========================================================================
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DEFINE_PROPERTY(meleerange, F, Actor)
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{
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PROP_DOUBLE_PARM(id, 0);
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defaults->meleerange = id;
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}
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//==========================================================================
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//
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//==========================================================================
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DEFINE_PROPERTY(pushfactor, F, Actor)
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{
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PROP_DOUBLE_PARM(id, 0);
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defaults->pushfactor = id;
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}
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//==========================================================================
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//
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//==========================================================================
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@ -1125,42 +871,6 @@ DEFINE_PROPERTY(wallbouncefactor, F, Actor)
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defaults->wallbouncefactor = clamp<double>(id, 0, 1);
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}
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//==========================================================================
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//
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//==========================================================================
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DEFINE_PROPERTY(bouncecount, I, Actor)
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{
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PROP_INT_PARM(id, 0);
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defaults->bouncecount = id;
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}
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//==========================================================================
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//
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//==========================================================================
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DEFINE_PROPERTY(weaveindexXY, I, Actor)
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{
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PROP_INT_PARM(id, 0);
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defaults->WeaveIndexXY = id;
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}
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//==========================================================================
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//
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//==========================================================================
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DEFINE_PROPERTY(weaveindexZ, I, Actor)
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{
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PROP_INT_PARM(id, 0);
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defaults->WeaveIndexZ = id;
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}
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//==========================================================================
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//
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//==========================================================================
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DEFINE_PROPERTY(minmissilechance, I, Actor)
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{
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PROP_INT_PARM(id, 0);
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defaults->MinMissileChance=id;
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}
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//==========================================================================
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//
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//==========================================================================
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@ -1222,24 +932,6 @@ DEFINE_PROPERTY(decal, S, Actor)
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defaults->DecalGenerator = (FDecalBase *)intptr_t(int(FName(str)));
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}
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//==========================================================================
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//
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//==========================================================================
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DEFINE_PROPERTY(maxstepheight, F, Actor)
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{
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PROP_DOUBLE_PARM(i, 0);
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defaults->MaxStepHeight = i;
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}
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//==========================================================================
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//
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//==========================================================================
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DEFINE_PROPERTY(maxdropoffheight, F, Actor)
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{
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PROP_DOUBLE_PARM(i, 0);
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defaults->MaxDropOffHeight = i;
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}
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//==========================================================================
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//
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//==========================================================================
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@ -1265,61 +957,6 @@ DEFINE_PROPERTY(poisondamage, Iii, Actor)
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}
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}
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//==========================================================================
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//
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//==========================================================================
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DEFINE_PROPERTY(poisondamagetype, S, Actor)
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{
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PROP_STRING_PARM(poisondamagetype, 0);
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defaults->PoisonDamageType = poisondamagetype;
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}
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//==========================================================================
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//
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//==========================================================================
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DEFINE_PROPERTY(radiusdamagefactor, F, Actor)
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{
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PROP_DOUBLE_PARM(i, 0);
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defaults->RadiusDamageFactor = i;
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}
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//==========================================================================
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//
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//==========================================================================
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DEFINE_PROPERTY(selfdamagefactor, F, Actor)
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{
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PROP_DOUBLE_PARM(i, 0);
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defaults->SelfDamageFactor = i;
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}
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//==========================================================================
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//
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//==========================================================================
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DEFINE_PROPERTY(stealthalpha, F, Actor)
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{
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PROP_DOUBLE_PARM(i, 0);
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defaults->StealthAlpha = i;
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}
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//==========================================================================
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//
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//==========================================================================
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DEFINE_PROPERTY(cameraheight, F, Actor)
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{
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PROP_DOUBLE_PARM(i, 0);
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defaults->CameraHeight = i;
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}
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//==========================================================================
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//
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//==========================================================================
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DEFINE_PROPERTY(vspeed, F, Actor)
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{
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PROP_DOUBLE_PARM(i, 0);
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defaults->Vel.Z = i;
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}
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//==========================================================================
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//
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//==========================================================================
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@ -1340,37 +977,6 @@ DEFINE_PROPERTY(spriteangle, F, Actor)
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defaults->SpriteAngle = i;
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}
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//==========================================================================
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//
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//==========================================================================
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DEFINE_PROPERTY(spriterotation, F, Actor)
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{
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PROP_DOUBLE_PARM(i, 0);
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defaults->SpriteRotation = i;
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}
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//==========================================================================
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//
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//==========================================================================
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DEFINE_PROPERTY(visibleangles, FF, Actor)
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{
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PROP_DOUBLE_PARM(visstart, 0);
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PROP_DOUBLE_PARM(visend, 1);
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defaults->VisibleStartAngle = visstart;
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defaults->VisibleEndAngle = visend;
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}
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//==========================================================================
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//
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//==========================================================================
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DEFINE_PROPERTY(visiblepitch, FF, Actor)
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{
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PROP_DOUBLE_PARM(visstart, 0);
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PROP_DOUBLE_PARM(visend, 1);
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defaults->VisibleStartPitch = visstart;
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defaults->VisibleEndPitch = visend;
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}
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//==========================================================================
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//
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//==========================================================================
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@ -1382,15 +988,6 @@ DEFINE_PROPERTY(friction, F, Actor)
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defaults->Friction = i;
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}
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//==========================================================================
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//
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//==========================================================================
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DEFINE_PROPERTY(species, S, Actor)
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{
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PROP_STRING_PARM(n, 0);
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defaults->Species = n;
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}
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//==========================================================================
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//
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//==========================================================================
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@ -1472,71 +1069,6 @@ DEFINE_PROPERTY(visibletoplayerclass, Ssssssssssssssssssss, Actor)
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}
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}
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//==========================================================================
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//
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//==========================================================================
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DEFINE_PROPERTY(accuracy, I, Actor)
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{
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PROP_INT_PARM(i, 0);
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defaults->accuracy = i;
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}
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//==========================================================================
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//
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//==========================================================================
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DEFINE_PROPERTY(stamina, I, Actor)
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{
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PROP_INT_PARM(i, 0);
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defaults->stamina = i;
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}
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//==========================================================================
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//
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//==========================================================================
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DEFINE_PROPERTY(telefogsourcetype, S, Actor)
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{
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PROP_STRING_PARM(str, 0);
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defaults->TeleFogSourceType = FindClassTentative(str, RUNTIME_CLASS(AActor));
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}
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//==========================================================================
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//
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//==========================================================================
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DEFINE_PROPERTY(telefogdesttype, S, Actor)
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{
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PROP_STRING_PARM(str, 0);
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defaults->TeleFogDestType = FindClassTentative(str, RUNTIME_CLASS(AActor));
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}
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//==========================================================================
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//
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//==========================================================================
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DEFINE_PROPERTY(ripperlevel, I, Actor)
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{
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PROP_INT_PARM(id, 0);
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defaults->RipperLevel = id;
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}
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//==========================================================================
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//
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//==========================================================================
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DEFINE_PROPERTY(riplevelmin, I, Actor)
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{
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PROP_INT_PARM(id, 0);
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defaults->RipLevelMin = id;
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}
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//==========================================================================
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//
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//==========================================================================
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DEFINE_PROPERTY(riplevelmax, I, Actor)
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{
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PROP_INT_PARM(id, 0);
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defaults->RipLevelMax = id;
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}
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//==========================================================================
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//
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//==========================================================================
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@ -1593,15 +1125,6 @@ DEFINE_CLASS_PROPERTY(forbiddento, Ssssssssssssssssssss, Inventory)
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}
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}
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//==========================================================================
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//
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//==========================================================================
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DEFINE_CLASS_PROPERTY(amount, I, Inventory)
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{
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PROP_INT_PARM(i, 0);
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defaults->Amount = i;
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}
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//==========================================================================
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//
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//==========================================================================
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@ -1646,24 +1169,6 @@ DEFINE_CLASS_PROPERTY(althudicon, S, Inventory)
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SetIcon(defaults->AltHUDIcon, bag, i);
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}
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//==========================================================================
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//
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//==========================================================================
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DEFINE_CLASS_PROPERTY(interhubamount, I, Inventory)
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{
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PROP_INT_PARM(i, 0);
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defaults->InterHubAmount = i;
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}
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//==========================================================================
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//
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//==========================================================================
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DEFINE_CLASS_PROPERTY(maxamount, I, Inventory)
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{
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PROP_INT_PARM(i, 0);
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defaults->MaxAmount = i;
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}
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//==========================================================================
|
||||
//
|
||||
//==========================================================================
|
||||
|
@ -1672,25 +1177,6 @@ DEFINE_CLASS_PROPERTY(defmaxamount, 0, Inventory)
|
|||
defaults->MaxAmount = gameinfo.definventorymaxamount;
|
||||
}
|
||||
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//==========================================================================
|
||||
DEFINE_CLASS_PROPERTY(pickupflash, S, Inventory)
|
||||
{
|
||||
PROP_STRING_PARM(str, 0);
|
||||
defaults->PickupFlash = FindClassTentative(str, RUNTIME_CLASS(AActor));
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//==========================================================================
|
||||
DEFINE_CLASS_PROPERTY(pickupsound, S, Inventory)
|
||||
{
|
||||
PROP_STRING_PARM(str, 0);
|
||||
defaults->PickupSound = str;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
// Dummy for Skulltag compatibility...
|
||||
//==========================================================================
|
||||
|
@ -1698,51 +1184,6 @@ DEFINE_CLASS_PROPERTY(pickupannouncerentry, S, Inventory)
|
|||
{
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//==========================================================================
|
||||
DEFINE_CLASS_PROPERTY(respawntics, I, Inventory)
|
||||
{
|
||||
PROP_INT_PARM(i, 0);
|
||||
defaults->RespawnTics = i;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//==========================================================================
|
||||
DEFINE_CLASS_PROPERTY(usesound, S, Inventory)
|
||||
{
|
||||
PROP_STRING_PARM(str, 0);
|
||||
defaults->UseSound = str;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//==========================================================================
|
||||
DEFINE_CLASS_PROPERTY(ammogive, I, Weapon)
|
||||
{
|
||||
PROP_INT_PARM(i, 0);
|
||||
defaults->AmmoGive1 = i;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//==========================================================================
|
||||
DEFINE_CLASS_PROPERTY(ammogive1, I, Weapon)
|
||||
{
|
||||
PROP_INT_PARM(i, 0);
|
||||
defaults->AmmoGive1 = i;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//==========================================================================
|
||||
DEFINE_CLASS_PROPERTY(ammogive2, I, Weapon)
|
||||
{
|
||||
PROP_INT_PARM(i, 0);
|
||||
defaults->AmmoGive2 = i;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//==========================================================================
|
||||
|
@ -1773,42 +1214,6 @@ DEFINE_CLASS_PROPERTY(ammotype2, S, Weapon)
|
|||
else defaults->AmmoType2 = FindClassTentativeAmmo(str);
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//==========================================================================
|
||||
DEFINE_CLASS_PROPERTY(ammouse, I, Weapon)
|
||||
{
|
||||
PROP_INT_PARM(i, 0);
|
||||
defaults->AmmoUse1 = i;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//==========================================================================
|
||||
DEFINE_CLASS_PROPERTY(ammouse1, I, Weapon)
|
||||
{
|
||||
PROP_INT_PARM(i, 0);
|
||||
defaults->AmmoUse1 = i;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//==========================================================================
|
||||
DEFINE_CLASS_PROPERTY(ammouse2, I, Weapon)
|
||||
{
|
||||
PROP_INT_PARM(i, 0);
|
||||
defaults->AmmoUse2 = i;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//==========================================================================
|
||||
DEFINE_CLASS_PROPERTY(kickback, I, Weapon)
|
||||
{
|
||||
PROP_INT_PARM(i, 0);
|
||||
defaults->Kickback = i;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//==========================================================================
|
||||
|
@ -1817,69 +1222,6 @@ DEFINE_CLASS_PROPERTY(defaultkickback, 0, Weapon)
|
|||
defaults->Kickback = gameinfo.defKickback;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//==========================================================================
|
||||
DEFINE_CLASS_PROPERTY(readysound, S, Weapon)
|
||||
{
|
||||
PROP_STRING_PARM(str, 0);
|
||||
defaults->ReadySound = str;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//==========================================================================
|
||||
DEFINE_CLASS_PROPERTY(selectionorder, I, Weapon)
|
||||
{
|
||||
PROP_INT_PARM(i, 0);
|
||||
defaults->SelectionOrder = i;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//==========================================================================
|
||||
DEFINE_CLASS_PROPERTY(minselectionammo1, I, Weapon)
|
||||
{
|
||||
PROP_INT_PARM(i, 0);
|
||||
defaults->MinSelAmmo1 = i;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//==========================================================================
|
||||
DEFINE_CLASS_PROPERTY(minselectionammo2, I, Weapon)
|
||||
{
|
||||
PROP_INT_PARM(i, 0);
|
||||
defaults->MinSelAmmo2 = i;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//==========================================================================
|
||||
DEFINE_CLASS_PROPERTY(sisterweapon, S, Weapon)
|
||||
{
|
||||
PROP_STRING_PARM(str, 0);
|
||||
defaults->SisterWeaponType = FindClassTentativeWeapon(str);
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//==========================================================================
|
||||
DEFINE_CLASS_PROPERTY(upsound, S, Weapon)
|
||||
{
|
||||
PROP_STRING_PARM(str, 0);
|
||||
defaults->UpSound = str;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//==========================================================================
|
||||
DEFINE_CLASS_PROPERTY(yadjust, F, Weapon)
|
||||
{
|
||||
PROP_FLOAT_PARM(i, 0);
|
||||
defaults->YAdjust = i;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//==========================================================================
|
||||
|
@ -1899,42 +1241,6 @@ DEFINE_CLASS_PROPERTY(bobstyle, S, Weapon)
|
|||
defaults->BobStyle = styles[match];
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//==========================================================================
|
||||
DEFINE_CLASS_PROPERTY(bobspeed, F, Weapon)
|
||||
{
|
||||
PROP_FLOAT_PARM(i, 0);
|
||||
defaults->BobSpeed = i;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//==========================================================================
|
||||
DEFINE_CLASS_PROPERTY(bobrangex, F, Weapon)
|
||||
{
|
||||
PROP_FLOAT_PARM(i, 0);
|
||||
defaults->BobRangeX = i;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//==========================================================================
|
||||
DEFINE_CLASS_PROPERTY(bobrangey, F, Weapon)
|
||||
{
|
||||
PROP_FLOAT_PARM(i, 0);
|
||||
defaults->BobRangeY = i;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//==========================================================================
|
||||
DEFINE_CLASS_PROPERTY(slotnumber, I, Weapon)
|
||||
{
|
||||
PROP_INT_PARM(i, 0);
|
||||
defaults->SlotNumber = i;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//==========================================================================
|
||||
|
@ -2060,35 +1366,6 @@ DEFINE_CLASS_PROPERTY_PREFIX(powerup, duration, I, Inventory)
|
|||
defaults->IntVar(NAME_EffectTics) = (i >= 0) ? i : -i * TICRATE;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//==========================================================================
|
||||
DEFINE_CLASS_PROPERTY_PREFIX(powerup, strength, F, Inventory)
|
||||
{
|
||||
if (!info->IsDescendantOf(NAME_Powerup) && !info->IsDescendantOf(NAME_PowerupGiver))
|
||||
{
|
||||
I_Error("\"powerup.strength\" requires an actor of type \"Powerup\"\n");
|
||||
return;
|
||||
}
|
||||
PROP_DOUBLE_PARM(f, 0);
|
||||
defaults->FloatVar(NAME_Strength) = f;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//==========================================================================
|
||||
DEFINE_CLASS_PROPERTY_PREFIX(powerup, mode, S, Inventory)
|
||||
{
|
||||
PROP_STRING_PARM(str, 0);
|
||||
|
||||
if (!info->IsDescendantOf(NAME_Powerup) && !info->IsDescendantOf(NAME_PowerupGiver))
|
||||
{
|
||||
I_Error("\"powerup.mode\" requires an actor of type \"Powerup\"\n");
|
||||
return;
|
||||
}
|
||||
defaults->NameVar(NAME_Mode) = (FName)str;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//==========================================================================
|
||||
|
@ -2286,44 +1563,6 @@ DEFINE_CLASS_PROPERTY_PREFIX(player, clearcolorset, I, PlayerPawn)
|
|||
}
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//==========================================================================
|
||||
DEFINE_CLASS_PROPERTY_PREFIX(player, attackzoffset, F, PlayerPawn)
|
||||
{
|
||||
PROP_DOUBLE_PARM(z, 0);
|
||||
defaults->AttackZOffset = z;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//==========================================================================
|
||||
DEFINE_CLASS_PROPERTY_PREFIX(player, jumpz, F, PlayerPawn)
|
||||
{
|
||||
PROP_DOUBLE_PARM(z, 0);
|
||||
defaults->JumpZ = z;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//==========================================================================
|
||||
DEFINE_CLASS_PROPERTY_PREFIX(player, GruntSpeed, F, PlayerPawn)
|
||||
{
|
||||
PROP_DOUBLE_PARM(z, 0);
|
||||
defaults->GruntSpeed = z;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//==========================================================================
|
||||
DEFINE_CLASS_PROPERTY_PREFIX(player, FallingScreamSpeed, FF, PlayerPawn)
|
||||
{
|
||||
PROP_DOUBLE_PARM(minz, 0);
|
||||
PROP_DOUBLE_PARM(maxz, 1);
|
||||
defaults->FallingScreamMinSpeed = minz;
|
||||
defaults->FallingScreamMaxSpeed = maxz;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//==========================================================================
|
||||
|
@ -2355,33 +1594,6 @@ DEFINE_CLASS_PROPERTY_PREFIX(player, spawnclass, L, PlayerPawn)
|
|||
}
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//==========================================================================
|
||||
DEFINE_CLASS_PROPERTY_PREFIX(player, viewheight, F, PlayerPawn)
|
||||
{
|
||||
PROP_DOUBLE_PARM(z, 0);
|
||||
defaults->ViewHeight = z;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//==========================================================================
|
||||
DEFINE_CLASS_PROPERTY_PREFIX(player, userange, F, PlayerPawn)
|
||||
{
|
||||
PROP_DOUBLE_PARM(z, 0);
|
||||
defaults->UseRange = z;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//==========================================================================
|
||||
DEFINE_CLASS_PROPERTY_PREFIX(player, aircapacity, F, PlayerPawn)
|
||||
{
|
||||
PROP_DOUBLE_PARM(z, 0);
|
||||
defaults->AirCapacity = z;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//==========================================================================
|
||||
|
@ -2410,51 +1622,6 @@ DEFINE_CLASS_PROPERTY_PREFIX(player, sidemove, F_f, PlayerPawn)
|
|||
}
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//==========================================================================
|
||||
DEFINE_CLASS_PROPERTY_PREFIX(player, maxhealth, I, PlayerPawn)
|
||||
{
|
||||
PROP_INT_PARM(z, 0);
|
||||
defaults->MaxHealth = z;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//==========================================================================
|
||||
DEFINE_CLASS_PROPERTY_PREFIX(player, mugshotmaxhealth, I, PlayerPawn)
|
||||
{
|
||||
PROP_INT_PARM(z, 0);
|
||||
defaults->MugShotMaxHealth = z;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//==========================================================================
|
||||
DEFINE_CLASS_PROPERTY_PREFIX(player, runhealth, I, PlayerPawn)
|
||||
{
|
||||
PROP_INT_PARM(z, 0);
|
||||
defaults->RunHealth = z;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//==========================================================================
|
||||
DEFINE_CLASS_PROPERTY_PREFIX(player, morphweapon, S, PlayerPawn)
|
||||
{
|
||||
PROP_STRING_PARM(z, 0);
|
||||
defaults->MorphWeapon = FName(z);
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//==========================================================================
|
||||
DEFINE_CLASS_PROPERTY_PREFIX(player, flechettetype, S, PlayerPawn)
|
||||
{
|
||||
PROP_STRING_PARM(str, 0);
|
||||
defaults->FlechetteType = FindClassTentative(str, PClass::FindActor("ArtiPoisonBag"));
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//==========================================================================
|
||||
|
@ -2562,15 +1729,6 @@ DEFINE_CLASS_PROPERTY_PREFIX(player, hexenarmor, FFFFF, PlayerPawn)
|
|||
}
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//==========================================================================
|
||||
DEFINE_CLASS_PROPERTY_PREFIX(player, portrait, S, PlayerPawn)
|
||||
{
|
||||
PROP_STRING_PARM(val, 0);
|
||||
defaults->Portrait = val;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//==========================================================================
|
||||
|
|
|
@ -1959,6 +1959,11 @@ void ZCCCompiler::DispatchScriptProperty(PProperty *prop, ZCC_PropertyStmt *prop
|
|||
for (auto f : prop->Variables)
|
||||
{
|
||||
void *addr;
|
||||
if (f == nullptr)
|
||||
{
|
||||
// This variable was missing. The error had been reported for the property itself already.
|
||||
return;
|
||||
}
|
||||
|
||||
if (f->Flags & VARF_Meta)
|
||||
{
|
||||
|
|
|
@ -231,6 +231,57 @@ class Actor : Thinker native
|
|||
Property GibHealth: GibHealth;
|
||||
Property DeathHeight: DeathHeight;
|
||||
Property BurnHeight: BurnHeight;
|
||||
property Health: health;
|
||||
property WoundHealth: WoundHealth;
|
||||
property ReactionTime: reactiontime;
|
||||
property PainThreshold: PainThreshold;
|
||||
property DamageMultiply: DamageMultiply;
|
||||
property ProjectileKickback: ProjectileKickback;
|
||||
property Speed: speed;
|
||||
property FloatSpeed: FloatSpeed;
|
||||
property Radius: radius;
|
||||
property RenderRadius: RenderRadius;
|
||||
property Height: height;
|
||||
property ProjectilePassHeight: ProjectilePassHeight;
|
||||
property Mass: mass;
|
||||
property XScale: ScaleX;
|
||||
property YScale: ScaleY;
|
||||
property SeeSound: SeeSound;
|
||||
property AttackSound: AttackSound;
|
||||
property BounceSound: BounceSound;
|
||||
property WallBounceSound: WallBounceSound;
|
||||
property PainSound: PainSound;
|
||||
property DeathSound: DeathSound;
|
||||
property ActiveSound: ActiveSound;
|
||||
property CrushPainSound: CrushPainSound;
|
||||
property Alpha: Alpha;
|
||||
property MaxTargetRange: MaxTargetRange;
|
||||
property MeleeThreshold: MeleeThreshold;
|
||||
property MeleeRange: MeleeRange;
|
||||
property PushFactor: PushFactor;
|
||||
property BounceCount: BounceCount;
|
||||
property WeaveIndexXY: WeaveIndexXY;
|
||||
property WeaveIndexZ: WeaveIndexZ;
|
||||
property MinMissileChance: MinMissileChance;
|
||||
property MaxStepHeight: MaxStepHeight;
|
||||
property MaxDropoffHeight: MaxDropoffHeight;
|
||||
property PoisonDamageType: PoisonDamageType;
|
||||
property RadiusDamageFactor: RadiusDamageFactor;
|
||||
property SelfDamageFactor: SelfDamageFactor;
|
||||
property StealthAlpha: StealthAlpha;
|
||||
property CameraHeight: CameraHeight;
|
||||
property VSpeed: velz;
|
||||
property SpriteRotation: SpriteRotation;
|
||||
property VisibleAngles: VisibleStartAngle, VisibleEndAngle;
|
||||
property VisiblePitch: VisibleStartPitch, VisibleEndPitch;
|
||||
property Species: Species;
|
||||
property Accuracy: accuracy;
|
||||
property Stamina: stamina;
|
||||
property TelefogSourceType: TelefogSourceType;
|
||||
property TelefogDestType: TelefogDestType;
|
||||
property Ripperlevel: RipperLevel;
|
||||
property RipLevelMin: RipLevelMin;
|
||||
property RipLevelMax: RipLevelMax;
|
||||
|
||||
// need some definition work first
|
||||
//FRenderStyle RenderStyle;
|
||||
|
|
|
@ -26,9 +26,16 @@ class Inventory : Actor native
|
|||
meta String PickupMsg;
|
||||
meta int GiveQuest;
|
||||
|
||||
Property PickupMessage: PickupMsg;
|
||||
Property GiveQuest: GiveQuest;
|
||||
|
||||
property PickupMessage: PickupMsg;
|
||||
property GiveQuest: GiveQuest;
|
||||
property Amount: Amount;
|
||||
property InterHubAmount: InterHubAmount;
|
||||
property MaxAmount: MaxAmount;
|
||||
property PickupFlash: PickupFlash;
|
||||
property PickupSound: PickupSound;
|
||||
property UseSound: UseSound;
|
||||
property RespawnTics: RespawnTics;
|
||||
|
||||
Default
|
||||
{
|
||||
Inventory.Amount 1;
|
||||
|
|
|
@ -35,6 +35,26 @@ class Weapon : StateProvider native
|
|||
native bool GivenAsMorphWeapon;
|
||||
native bool bAltFire; // Set when this weapon's alternate fire is used.
|
||||
native readonly bool bDehAmmo;
|
||||
native readonly int SlotNumber;
|
||||
|
||||
property AmmoGive: AmmoGive1;
|
||||
property AmmoGive1: AmmoGive1;
|
||||
property AmmoGive2: AmmoGive2;
|
||||
property AmmoUse: AmmoUse1;
|
||||
property AmmoUse1: AmmoUse1;
|
||||
property AmmoUse2: AmmoUse2;
|
||||
property Kickback: Kickback;
|
||||
property ReadySound: ReadySound;
|
||||
property SelectionOrder: SelectionOrder;
|
||||
property MinSelectionAmmo1: MinSelAmmo1;
|
||||
property MinSelectionAmmo2: MinSelAmmo2;
|
||||
property SisterWeapon: SisterWeaponType;
|
||||
property UpSound: UpSound;
|
||||
property YAdjust: YAdjust;
|
||||
property BobSpeed: BobSpeed;
|
||||
property BobRangeX: BobRangeX;
|
||||
property BobRangeY: BobRangeY;
|
||||
property SlotNumber: SlotNumber;
|
||||
|
||||
Default
|
||||
{
|
||||
|
|
Loading…
Reference in a new issue