- moved all trivial actor properties into the scripts as 'property' declarations.

This commit is contained in:
Christoph Oelckers 2017-03-19 11:30:28 +01:00
parent 4784aae098
commit 845c43876c
5 changed files with 86 additions and 845 deletions

View file

@ -583,33 +583,6 @@ DEFINE_PROPERTY(tag, S, Actor)
defaults->SetTag(str);
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(health, I, Actor)
{
PROP_INT_PARM(id, 0);
defaults->health=id;
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(woundhealth, I, Actor)
{
PROP_INT_PARM(id, 0);
defaults->WoundHealth = id;
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(reactiontime, I, Actor)
{
PROP_INT_PARM(id, 0);
defaults->reactiontime=id;
}
//==========================================================================
//
//==========================================================================
@ -631,16 +604,6 @@ DEFINE_PROPERTY(painchance, ZI, Actor)
}
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(painthreshold, I, Actor)
{
PROP_INT_PARM(id, 0);
defaults->PainThreshold = id;
}
//==========================================================================
//
//==========================================================================
@ -682,106 +645,6 @@ DEFINE_PROPERTY(damage, X, Actor)
CreateDamageFunction(bag.Namespace, bag.Version, bag.Info, defaults, id, true, bag.Lumpnum);
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(damagemultiply, F, Actor)
{
PROP_FLOAT_PARM(dmgm, 0);
defaults->DamageMultiply = dmgm;
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(projectilekickback, I, Actor)
{
PROP_INT_PARM(id, 0);
defaults->projectileKickback = id;
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(speed, F, Actor)
{
PROP_DOUBLE_PARM(id, 0);
defaults->Speed = id;
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(floatspeed, F, Actor)
{
PROP_DOUBLE_PARM(id, 0);
defaults->FloatSpeed = id;
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(radius, F, Actor)
{
PROP_DOUBLE_PARM(id, 0);
defaults->radius = id;
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(renderradius, F, Actor)
{
PROP_DOUBLE_PARM(id, 0);
defaults->renderradius = id;
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(height, F, Actor)
{
PROP_DOUBLE_PARM(id, 0);
defaults->Height=id;
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(projectilepassheight, F, Actor)
{
PROP_DOUBLE_PARM(id, 0);
defaults->projectilepassheight=id;
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(mass, I, Actor)
{
PROP_INT_PARM(id, 0);
defaults->Mass=id;
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(xscale, F, Actor)
{
PROP_DOUBLE_PARM(id, 0);
defaults->Scale.X = id;
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(yscale, F, Actor)
{
PROP_DOUBLE_PARM(id, 0);
defaults->Scale.Y = id;
}
//==========================================================================
//
//==========================================================================
@ -814,78 +677,6 @@ DEFINE_PROPERTY(args, Iiiii, Actor)
defaults->flags2|=MF2_ARGSDEFINED;
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(seesound, S, Actor)
{
PROP_STRING_PARM(str, 0);
defaults->SeeSound = str;
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(attacksound, S, Actor)
{
PROP_STRING_PARM(str, 0);
defaults->AttackSound = str;
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(bouncesound, S, Actor)
{
PROP_STRING_PARM(str, 0);
defaults->BounceSound = str;
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(wallbouncesound, S, Actor)
{
PROP_STRING_PARM(str, 0);
defaults->WallBounceSound = str;
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(painsound, S, Actor)
{
PROP_STRING_PARM(str, 0);
defaults->PainSound = str;
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(deathsound, S, Actor)
{
PROP_STRING_PARM(str, 0);
defaults->DeathSound = str;
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(activesound, S, Actor)
{
PROP_STRING_PARM(str, 0);
defaults->ActiveSound = str;
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(crushpainsound, S, Actor)
{
PROP_STRING_PARM(str, 0);
defaults->CrushPainSound = str;
}
//==========================================================================
//
//==========================================================================
@ -951,51 +742,6 @@ DEFINE_PROPERTY(defaultalpha, 0, Actor)
defaults->Alpha = gameinfo.gametype == GAME_Heretic ? HR_SHADOW : HX_SHADOW;
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(alpha, F, Actor)
{
PROP_DOUBLE_PARM(id, 0);
defaults->Alpha = id;
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(maxtargetrange, F, Actor)
{
PROP_DOUBLE_PARM(id, 0);
defaults->maxtargetrange = id;
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(meleethreshold, F, Actor)
{
PROP_DOUBLE_PARM(id, 0);
defaults->meleethreshold = id;
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(meleerange, F, Actor)
{
PROP_DOUBLE_PARM(id, 0);
defaults->meleerange = id;
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(pushfactor, F, Actor)
{
PROP_DOUBLE_PARM(id, 0);
defaults->pushfactor = id;
}
//==========================================================================
//
//==========================================================================
@ -1125,42 +871,6 @@ DEFINE_PROPERTY(wallbouncefactor, F, Actor)
defaults->wallbouncefactor = clamp<double>(id, 0, 1);
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(bouncecount, I, Actor)
{
PROP_INT_PARM(id, 0);
defaults->bouncecount = id;
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(weaveindexXY, I, Actor)
{
PROP_INT_PARM(id, 0);
defaults->WeaveIndexXY = id;
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(weaveindexZ, I, Actor)
{
PROP_INT_PARM(id, 0);
defaults->WeaveIndexZ = id;
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(minmissilechance, I, Actor)
{
PROP_INT_PARM(id, 0);
defaults->MinMissileChance=id;
}
//==========================================================================
//
//==========================================================================
@ -1222,24 +932,6 @@ DEFINE_PROPERTY(decal, S, Actor)
defaults->DecalGenerator = (FDecalBase *)intptr_t(int(FName(str)));
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(maxstepheight, F, Actor)
{
PROP_DOUBLE_PARM(i, 0);
defaults->MaxStepHeight = i;
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(maxdropoffheight, F, Actor)
{
PROP_DOUBLE_PARM(i, 0);
defaults->MaxDropOffHeight = i;
}
//==========================================================================
//
//==========================================================================
@ -1265,61 +957,6 @@ DEFINE_PROPERTY(poisondamage, Iii, Actor)
}
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(poisondamagetype, S, Actor)
{
PROP_STRING_PARM(poisondamagetype, 0);
defaults->PoisonDamageType = poisondamagetype;
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(radiusdamagefactor, F, Actor)
{
PROP_DOUBLE_PARM(i, 0);
defaults->RadiusDamageFactor = i;
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(selfdamagefactor, F, Actor)
{
PROP_DOUBLE_PARM(i, 0);
defaults->SelfDamageFactor = i;
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(stealthalpha, F, Actor)
{
PROP_DOUBLE_PARM(i, 0);
defaults->StealthAlpha = i;
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(cameraheight, F, Actor)
{
PROP_DOUBLE_PARM(i, 0);
defaults->CameraHeight = i;
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(vspeed, F, Actor)
{
PROP_DOUBLE_PARM(i, 0);
defaults->Vel.Z = i;
}
//==========================================================================
//
//==========================================================================
@ -1340,37 +977,6 @@ DEFINE_PROPERTY(spriteangle, F, Actor)
defaults->SpriteAngle = i;
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(spriterotation, F, Actor)
{
PROP_DOUBLE_PARM(i, 0);
defaults->SpriteRotation = i;
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(visibleangles, FF, Actor)
{
PROP_DOUBLE_PARM(visstart, 0);
PROP_DOUBLE_PARM(visend, 1);
defaults->VisibleStartAngle = visstart;
defaults->VisibleEndAngle = visend;
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(visiblepitch, FF, Actor)
{
PROP_DOUBLE_PARM(visstart, 0);
PROP_DOUBLE_PARM(visend, 1);
defaults->VisibleStartPitch = visstart;
defaults->VisibleEndPitch = visend;
}
//==========================================================================
//
//==========================================================================
@ -1382,15 +988,6 @@ DEFINE_PROPERTY(friction, F, Actor)
defaults->Friction = i;
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(species, S, Actor)
{
PROP_STRING_PARM(n, 0);
defaults->Species = n;
}
//==========================================================================
//
//==========================================================================
@ -1472,71 +1069,6 @@ DEFINE_PROPERTY(visibletoplayerclass, Ssssssssssssssssssss, Actor)
}
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(accuracy, I, Actor)
{
PROP_INT_PARM(i, 0);
defaults->accuracy = i;
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(stamina, I, Actor)
{
PROP_INT_PARM(i, 0);
defaults->stamina = i;
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(telefogsourcetype, S, Actor)
{
PROP_STRING_PARM(str, 0);
defaults->TeleFogSourceType = FindClassTentative(str, RUNTIME_CLASS(AActor));
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(telefogdesttype, S, Actor)
{
PROP_STRING_PARM(str, 0);
defaults->TeleFogDestType = FindClassTentative(str, RUNTIME_CLASS(AActor));
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(ripperlevel, I, Actor)
{
PROP_INT_PARM(id, 0);
defaults->RipperLevel = id;
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(riplevelmin, I, Actor)
{
PROP_INT_PARM(id, 0);
defaults->RipLevelMin = id;
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(riplevelmax, I, Actor)
{
PROP_INT_PARM(id, 0);
defaults->RipLevelMax = id;
}
//==========================================================================
//
//==========================================================================
@ -1593,15 +1125,6 @@ DEFINE_CLASS_PROPERTY(forbiddento, Ssssssssssssssssssss, Inventory)
}
}
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY(amount, I, Inventory)
{
PROP_INT_PARM(i, 0);
defaults->Amount = i;
}
//==========================================================================
//
//==========================================================================
@ -1646,24 +1169,6 @@ DEFINE_CLASS_PROPERTY(althudicon, S, Inventory)
SetIcon(defaults->AltHUDIcon, bag, i);
}
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY(interhubamount, I, Inventory)
{
PROP_INT_PARM(i, 0);
defaults->InterHubAmount = i;
}
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY(maxamount, I, Inventory)
{
PROP_INT_PARM(i, 0);
defaults->MaxAmount = i;
}
//==========================================================================
//
//==========================================================================
@ -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;
}
//==========================================================================
//
//==========================================================================

View file

@ -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)
{

View file

@ -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;

View file

@ -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;

View file

@ -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
{