mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-10 23:01:59 +00:00
4e7a6c54ef
- Changed: Players don't telefrag when they are spawned now but after all actors have been spawned to avoid accidental voodoo doll telefragging. - Fixed: ACS scripts for non-existent maps were started on the current one. - Added a 'wallbouncefactor' property to AActor. - Reverted forceunderwater change from r1026 and fixed the problem for real: SECF_FORCEDUNDERWATER only has meaning when coming from the heightsec. So the initial check of the current sector in AActor::UpdateWaterLevel must only check for SECF_UNDERWATER, not SECF_UNDERWATERMASK. SVN r1027 (trunk)
351 lines
17 KiB
C
351 lines
17 KiB
C
/*
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** infomacros.h
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**
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**---------------------------------------------------------------------------
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** Copyright 1998-2007 Randy Heit
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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** This file contains macros for building Actor defaults lists
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** Defaults lists are byte-packed arrays of keys and values.
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**
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** For Visual C++, a simple byte array will do, with one restriction:
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** Any strings must be at the end of the array.
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**
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** For GCC, an initializer function is created instead, since GCC doesn't
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** let you combine integers and strings in the same character array, and
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** there's no way to guarantee that consecutive variables will be
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** consecutive in the generated code.
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*/
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#ifndef __INFOMACROS_H__
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#define __INFOMACROS_H__
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#ifndef __INFO_H__
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#error infomacros.h is meant to be included by info.h
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#endif
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#ifdef WORDS_BIGENDIAN
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#define BREAK_WORD(x) ((unsigned)(x)>>8), (x)&255
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#define BREAK_LONG(x) ((unsigned)(x)>>24), ((x)>>16)&255, ((x)>>8)&255, (x)&255
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#else
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#define BREAK_WORD(x) (x)&255, ((unsigned)(x))>>8
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#define BREAK_LONG(x) (x)&255, ((x)>>8)&255, ((x)>>16)&255, ((unsigned)(x))>>24
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#endif
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typedef void (*voidfunc_)();
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#if defined(_MSC_VER)
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/************************************************
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************** Visual C++ macros ****************
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************************************************/
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#pragma warning(disable: 4207) // nonstandard extension used : extended initializer form
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#pragma data_seg(".areg$u") // ActorInfo initializer list
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#pragma data_seg(".greg$u") // AT_GAME_SET list
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#pragma data_seg(".sreg$u") // AT_SPEED_SET list
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#pragma data_seg()
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#define DOOMEDNUMOF(actor) actor##ActorInfo.DoomEdNum
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#define BEGIN_DEFAULTS_PRE(actor) \
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extern FActorInfo actor##ActorInfo; \
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__declspec(allocate(".areg$u")) FActorInfo *actor##DefaultsReg = &actor##ActorInfo; \
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FActorInfo actor##ActorInfo = {
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#define BEGIN_DEFAULTS_POST(actor,game,ednum,id) \
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GAME_##game, id, ednum, NULL, NULL, NULL,
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#ifdef WORDS_BIGENDIAN
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#define END_DEFAULTS "\xED\x5E" };
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#else
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#define END_DEFAULTS "\x5E\xED" };
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#endif
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#define ADD_BYTE_PROP(prop,val) BREAK_WORD(prop|ADEFTYPE_Byte), val,
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#define ADD_FIXD_PROP(prop,val) BREAK_WORD(prop|ADEFTYPE_FixedMul), (BYTE)(val),
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#define ADD_WORD_PROP(prop,val) BREAK_WORD(prop|ADEFTYPE_Word), BREAK_WORD(val),
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#define ADD_LONG_PROP(prop,val) BREAK_WORD(prop|ADEFTYPE_Long), BREAK_LONG(val),
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#ifdef WORDS_BIGENDIAN
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#define ADD_STRING_PROP(prop1,prop2,val) "\0" prop2 val "\0"
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#else
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#define ADD_STRING_PROP(prop1,prop2,val) prop2 "\0" val "\0"
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#endif
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// Define a function that gets called when the game is started.
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#define AT_GAME_SET(ns) \
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extern void ns##_gs(); \
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__declspec(allocate(".greg$u")) voidfunc_ ns##_gsr = ns##_gs; \
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void ns##_gs ()
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// Define a function that gets called when the speed is changed.
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#define AT_SPEED_SET(ns,varname) \
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extern void ns##_ss(EGameSpeed); \
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__declspec(allocate(".sreg$u")) void (*ns##_gsr)(EGameSpeed) = ns##_ss; \
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void ns##_ss (EGameSpeed varname)
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#else
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/***********************************************
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************* Non-Visual C++ macros ************
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************************************************/
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#include "autosegs.h"
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#define DOOMEDNUMOF(actor) actor##ActorInfo.DoomEdNum
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extern void ApplyActorDefault (int defnum, const char *datastr);
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extern void ApplyActorDefault (int defnum, int dataint);
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// All variables used for the default list must be declared extern to
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// ensure that GCC actually generates them in the object file.
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#define BEGIN_DEFAULTS_PRE(actor) \
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extern FActorInfo actor##ActorInfo; \
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extern FActorInfo *actor##DefaultsReg; \
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extern void actor##DefaultsConstructor(); \
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FActorInfo *actor##DefaultsReg __attribute__((section(AREG_SECTION))) = &actor##ActorInfo; \
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FActorInfo actor##ActorInfo = {
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#define BEGIN_DEFAULTS_POST(actor,game,ednum,id) \
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GAME_##game, id, ednum, NULL, NULL, NULL, actor##DefaultsConstructor }; \
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void actor##DefaultsConstructor() { \
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#define END_DEFAULTS }
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#define ADD_BYTE_PROP(prop,val) ApplyActorDefault (prop, (val));
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#define ADD_FIXD_PROP(prop,val) ApplyActorDefault (prop, ((val)<<FRACBITS));
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#define ADD_WORD_PROP(prop,val) ApplyActorDefault (prop, (val));
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#define ADD_LONG_PROP(prop,val) ApplyActorDefault (prop, (val));
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#define ADD_STRING_PROP(prop1,prop2,val) ApplyActorDefault (prop1, (val));
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#define AT_GAME_SET(ns) \
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extern void ns##_gs(); \
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voidfunc_ ns##_gsr __attribute__((section(GREG_SECTION))) = ns##_gs; \
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void ns##_gs ()
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//typedef void (*speedfunc)(EGameSpeed);
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#define AT_SPEED_SET(ns,varname) \
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extern void ns##_ss(EGameSpeed); \
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void (*ns##_gsr)(EGameSpeed) __attribute__((section(SREG_SECTION))) = ns##_ss; \
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void ns##_ss (EGameSpeed varname)
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#endif
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// Common macros
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#define SimpleSpeedSetter(T,normalSpeed,fastSpeed,speed) \
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{ GetDefault<T>()->Speed = (speed == SPEED_Fast) ? fastSpeed : normalSpeed; }
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#define AT_GAME_SET_FRIEND(ns) friend void ns##_gs();
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#define DECLARE_STATELESS_ACTOR(cls,parent) \
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DECLARE_CLASS(cls,parent) \
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protected: \
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cls () throw() {} \
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public:
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#define DECLARE_ACTOR(cls,parent) \
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DECLARE_STATELESS_ACTOR(cls,parent) \
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static FState States[];
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#define BEGIN_DEFAULTS(actor,game,ednum,spawnid) \
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BEGIN_DEFAULTS_PRE(actor) \
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RUNTIME_CLASS(actor), &actor::States[0], NULL, NULL, countof(actor::States), \
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BEGIN_DEFAULTS_POST(actor,game,ednum,spawnid)
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#define BEGIN_STATELESS_DEFAULTS(actor,game,ednum,spawnid) \
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BEGIN_DEFAULTS_PRE(actor) \
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RUNTIME_CLASS(actor), NULL, NULL, NULL, 0, \
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BEGIN_DEFAULTS_POST(actor,game,ednum,spawnid)
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// IMPLEMENT_ACTOR combines IMPLEMENT_CLASS and BEGIN_DEFAULTS
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#define IMPLEMENT_ACTOR(actor,game,ednum,spawnid) \
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IMPLEMENT_CLASS(actor) BEGIN_DEFAULTS(actor,game,ednum,spawnid)
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#define IMPLEMENT_STATELESS_ACTOR(actor,game,ednum,spawnid) \
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IMPLEMENT_CLASS(actor) BEGIN_STATELESS_DEFAULTS(actor,game,ednum,spawnid)
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#define IMPLEMENT_ABSTRACT_ACTOR(actor) \
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IMPLEMENT_STATELESS_ACTOR(actor,Any,-1,0) END_DEFAULTS
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#define PROP_SeeSound(x) ADD_STRING_PROP(ADEF_SeeSound,"\1",x)
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#define PROP_AttackSound(x) ADD_STRING_PROP(ADEF_AttackSound,"\2",x)
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#define PROP_PainSound(x) ADD_STRING_PROP(ADEF_PainSound,"\3",x)
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#define PROP_DeathSound(x) ADD_STRING_PROP(ADEF_DeathSound,"\4",x)
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#define PROP_ActiveSound(x) ADD_STRING_PROP(ADEF_ActiveSound,"\5",x)
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#define PROP_UseSound(x) ADD_STRING_PROP(ADEF_UseSound,"\6",x)
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#define PROP_Weapon_UpSound(x) ADD_STRING_PROP(ADEF_Weapon_UpSound,"\7",x)
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#define PROP_Weapon_ReadySound(x) ADD_STRING_PROP(ADEF_Weapon_ReadySound,"\10",x)
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#define PROP_Inventory_PickupSound(x) ADD_STRING_PROP(ADEF_Inventory_PickupSound,"\11",x)
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#define PROP_Tag(x) ADD_STRING_PROP(ADEF_Tag,"\12",x)
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#define PROP_Weapon_AmmoType1(x) ADD_STRING_PROP(ADEF_Weapon_AmmoType1,"\13",x)
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#define PROP_Weapon_AmmoType2(x) ADD_STRING_PROP(ADEF_Weapon_AmmoType2,"\14",x)
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#define PROP_Weapon_SisterType(x) ADD_STRING_PROP(ADEF_Weapon_SisterType,"\15",x)
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#define PROP_Weapon_ProjectileType(x) ADD_STRING_PROP(ADEF_Weapon_ProjectileType,"\16",x)
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#define PROP_PowerupGiver_Powerup(x) ADD_STRING_PROP(ADEF_PowerupGiver_Powerup,"\17",x)
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#define PROP_Inventory_Icon(x) ADD_STRING_PROP(ADEF_Inventory_Icon,"\20",x)
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#define PROP_Obituary(x) ADD_STRING_PROP(ADEF_Obituary,"\21",x)
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#define PROP_HitObituary(x) ADD_STRING_PROP(ADEF_HitObituary,"\22",x)
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#define PROP_Inventory_PickupMessage(x) ADD_STRING_PROP(ADEF_Inventory_PickupMsg,"\23",x)
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// [GRB] Player class properties
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#define PROP_PlayerPawn_CrouchSprite(x) ADD_STRING_PROP(ADEF_PlayerPawn_CrouchSprite,"\24",x)
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#define PROP_PlayerPawn_DisplayName(x) ADD_STRING_PROP(ADEF_PlayerPawn_DisplayName,"\25",x)
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#define PROP_PlayerPawn_SoundClass(x) ADD_STRING_PROP(ADEF_PlayerPawn_SoundClass,"\26",x)
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#define PROP_PlayerPawn_Face(x) ADD_STRING_PROP(ADEF_PlayerPawn_Face,"\27",x) // Octal - 'tis quaint!
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#define PROP_PlayerPawn_ScoreIcon(x) ADD_STRING_PROP(ADEF_PlayerPawn_ScoreIcon,"\30",x)
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#define PROP_PlayerPawn_MorphWeapon(x) ADD_STRING_PROP(ADEF_PlayerPawn_MorphWeapon,"\31",x)
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#define PROP_XScale(x) ADD_LONG_PROP(ADEF_XScale,x)
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#define PROP_YScale(x) ADD_LONG_PROP(ADEF_YScale,x)
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#define PROP_SpawnHealth(x) ADD_WORD_PROP(ADEF_SpawnHealth,x)
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#define PROP_SpawnHealthLong(x) ADD_LONG_PROP(ADEF_SpawnHealth,x)
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#define PROP_ReactionTime(x) ADD_BYTE_PROP(ADEF_ReactionTime,x)
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#define PROP_PainChance(x) ADD_BYTE_PROP(ADEF_PainChance,x)
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#define PROP_MaxPainChance ADD_WORD_PROP(ADEF_PainChance,256)
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#define PROP_SpeedFixed(x) ADD_FIXD_PROP(ADEF_Speed,x)
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#define PROP_SpeedLong(x) ADD_LONG_PROP(ADEF_Speed,x)
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#define PROP_FloatSpeed(x) ADD_FIXD_PROP(ADEF_FloatSpeed,x)
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#define PROP_Radius(x) ADD_LONG_PROP(ADEF_Radius,x)
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#define PROP_RadiusFixed(x) ADD_FIXD_PROP(ADEF_Radius,x)
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#define PROP_Height(x) ADD_LONG_PROP(ADEF_Height,x)
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#define PROP_HeightFixed(x) ADD_FIXD_PROP(ADEF_Height,x)
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#define PROP_Mass(x) ADD_WORD_PROP(ADEF_Mass,x)
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#define PROP_MassLong(x) ADD_LONG_PROP(ADEF_Mass,x)
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#define PROP_Damage(x) ADD_BYTE_PROP(ADEF_Damage,x)
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#define PROP_DamageLong(x) ADD_LONG_PROP(ADEF_Damage,x)
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#define PROP_DamageType(x) ADD_BYTE_PROP(ADEF_DamageType,x)
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#define PROP_Flags(x) ADD_LONG_PROP(ADEF_Flags,x)
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#define PROP_Flags2(x) ADD_LONG_PROP(ADEF_Flags2,x)
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#define PROP_Flags3(x) ADD_LONG_PROP(ADEF_Flags3,x)
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#define PROP_Flags4(x) ADD_LONG_PROP(ADEF_Flags4,x)
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#define PROP_Flags5(x) ADD_LONG_PROP(ADEF_Flags5,x)
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#define PROP_FlagsSet(x) ADD_LONG_PROP(ADEF_FlagsSet,x)
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#define PROP_Flags2Set(x) ADD_LONG_PROP(ADEF_Flags2Set,x)
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#define PROP_Flags3Set(x) ADD_LONG_PROP(ADEF_Flags3Set,x)
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#define PROP_Flags4Set(x) ADD_LONG_PROP(ADEF_Flags4Set,x)
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#define PROP_Flags5Set(x) ADD_LONG_PROP(ADEF_Flags5Set,x)
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#define PROP_FlagsClear(x) ADD_LONG_PROP(ADEF_FlagsClear,x)
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#define PROP_Flags2Clear(x) ADD_LONG_PROP(ADEF_Flags2Clear,x)
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#define PROP_Flags3Clear(x) ADD_LONG_PROP(ADEF_Flags3Clear,x)
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#define PROP_Flags4Clear(x) ADD_LONG_PROP(ADEF_Flags4Clear,x)
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#define PROP_Flags5Clear(x) ADD_LONG_PROP(ADEF_Flags5Clear,x)
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#define PROP_Alpha(x) ADD_LONG_PROP(ADEF_Alpha,x)
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#define PROP_RenderStyle(x) ADD_BYTE_PROP(ADEF_RenderStyle,x)
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#define PROP_RenderFlags(x) ADD_WORD_PROP(ADEF_RenderFlags,x)
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#define PROP_Translation(x,y) ADD_LONG_PROP(ADEF_Translation,((x)<<16)|(y))
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#define PROP_MinMissileChance(x) ADD_BYTE_PROP(ADEF_MinMissileChance,x)
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#define PROP_MeleeRange(x) ADD_FIXD_PROP(ADEF_MeleeRange,x)
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#define PROP_MaxDropOffHeight(x) ADD_FIXD_PROP(ADEF_MaxDropOffHeight,x)
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#define PROP_MaxStepHeight(x) ADD_FIXD_PROP(ADEF_MaxStepHeight,x)
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#define PROP_BounceFactor(x) ADD_LONG_PROP(ADEF_BounceFactor,x)
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#define PROP_WallBounceFactor(x) ADD_LONG_PROP(ADEF_WallBounceFactor,x)
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#define PROP_BounceCount(x) ADD_LONG_PROP(ADEF_BounceCount,x)
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#define PROP_RadiusdamageFactor(x) ADD_LONG_PROP(ADEF_RDFactor,x)
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#define PROP_FXFlags(x) ADD_LONG_PROP(ADEF_FXFlags,x)
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#define PROP_Gravity(x) ADD_LONG_PROP(ADEF_Gravity,x)
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#define PROP_SpawnState(x) ADD_BYTE_PROP(ADEF_SpawnState,x)
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#define PROP_SeeState(x) ADD_BYTE_PROP(ADEF_SeeState,x)
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#define PROP_PainState(x) ADD_BYTE_PROP(ADEF_PainState,x)
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#define PROP_MeleeState(x) ADD_BYTE_PROP(ADEF_MeleeState,x)
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#define PROP_MissileState(x) ADD_BYTE_PROP(ADEF_MissileState,x)
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#define PROP_CrashState(x) ADD_BYTE_PROP(ADEF_CrashState,x)
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#define PROP_DeathState(x) ADD_BYTE_PROP(ADEF_DeathState,x)
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#define PROP_XDeathState(x) ADD_BYTE_PROP(ADEF_XDeathState,x)
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#define PROP_BDeathState(x) ADD_BYTE_PROP(ADEF_BDeathState,x)
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#define PROP_IDeathState(x) ADD_BYTE_PROP(ADEF_IDeathState,x)
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#define PROP_EDeathState(x) ADD_BYTE_PROP(ADEF_EDeathState,x)
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#define PROP_RaiseState(x) ADD_BYTE_PROP(ADEF_RaiseState,x)
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#define PROP_WoundState(x) ADD_BYTE_PROP(ADEF_WoundState,x)
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#define PROP_CLEAR_STATE 255
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#define PROP_StrifeType(x) ADD_WORD_PROP(ADEF_StrifeType,x)
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#define PROP_StrifeTeaserType(x) ADD_WORD_PROP(ADEF_StrifeTeaserType,x)
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#define PROP_StrifeTeaserType2(x) ADD_WORD_PROP(ADEF_StrifeTeaserType2,x)
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#define PROP_Inventory_Amount(x) ADD_BYTE_PROP(ADEF_Inventory_Amount,x)
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#define PROP_Inventory_AmountWord(x) ADD_WORD_PROP(ADEF_Inventory_Amount,x)
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#define PROP_Inventory_MaxAmount(x) ADD_WORD_PROP(ADEF_Inventory_MaxAmount,x)
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#define PROP_Inventory_MaxAmountLong(x) ADD_LONG_PROP(ADEF_Inventory_MaxAmount,x)
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#define PROP_Inventory_DefMaxAmount ADD_BYTE_PROP(ADEF_Inventory_DefMaxAmount,0)
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#define PROP_Inventory_RespawnTics(x) ADD_WORD_PROP(ADEF_Inventory_RespawnTics,x)
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#define PROP_Inventory_FlagsSet(x) ADD_LONG_PROP(ADEF_Inventory_FlagsSet,x)
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#define PROP_Inventory_FlagsClear(x) ADD_LONG_PROP(ADEF_Inventory_FlagsClear,x)
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#define PROP_Inventory_PickupFlash(x) ADD_BYTE_PROP(ADEF_Inventory_PickupFlash, x)
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#define PROP_PuzzleItem_Number(x) ADD_BYTE_PROP(ADEF_PuzzleItem_Number,x)
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#define PROP_BasicArmorPickup_SavePercent(x) ADD_LONG_PROP(ADEF_BasicArmorPickup_SavePercent,x)
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#define PROP_BasicArmorPickup_SaveAmount(x) ADD_BYTE_PROP(ADEF_BasicArmorPickup_SaveAmount,x)
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#define PROP_BasicArmorBonus_SavePercent(x) ADD_LONG_PROP(ADEF_BasicArmorBonus_SavePercent,x)
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#define PROP_BasicArmorBonus_SaveAmount(x) ADD_BYTE_PROP(ADEF_BasicArmorBonus_SaveAmount,x)
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#define PROP_BasicArmorBonus_MaxSaveAmount(x) ADD_BYTE_PROP(ADEF_BasicArmorBonus_MaxSaveAmount,x)
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#define PROP_HexenArmor_ArmorAmount(x) ADD_BYTE_PROP(ADEF_HexenArmor_ArmorAmount,x)
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#define PROP_PowerupGiver_EffectTics(x) ADD_LONG_PROP(ADEF_PowerupGiver_EffectTics,x)
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#define PROP_Powerup_EffectTics(x) ADD_LONG_PROP(ADEF_Powerup_EffectTics,x)
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#define PROP_Powerup_Color(a,r,g,b) ADD_LONG_PROP(ADEF_Powerup_Color,((a)<<24)|((r)<<16)|((g)<<8)|(b))
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#define PROP_Powerup_Colormap(m) ADD_LONG_PROP(ADEF_Powerup_Color,m)
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#define PROP_Ammo_BackpackAmount(x) ADD_WORD_PROP(ADEF_Ammo_BackpackAmount,x)
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#define PROP_Ammo_BackpackMaxAmount(x) ADD_WORD_PROP(ADEF_Ammo_BackpackMaxAmount,x)
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#define PROP_Ammo_DropAmount(x) ADD_WORD_PROP(ADEF_Ammo_DropAmount,x)
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#define PROP_Weapon_Flags(x) ADD_LONG_PROP(ADEF_Weapon_Flags,x)
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#define PROP_Weapon_FlagsSet(x) ADD_LONG_PROP(ADEF_Weapon_FlagsSet,x)
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#define PROP_Weapon_AmmoGive1(x) ADD_BYTE_PROP(ADEF_Weapon_AmmoGive1,x)
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#define PROP_Weapon_AmmoGive2(x) ADD_BYTE_PROP(ADEF_Weapon_AmmoGive2,x)
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#define PROP_Weapon_AmmoUse1(x) ADD_BYTE_PROP(ADEF_Weapon_AmmoUse1,x)
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#define PROP_Weapon_AmmoUse2(x) ADD_BYTE_PROP(ADEF_Weapon_AmmoUse2,x)
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#define PROP_Weapon_Kickback(x) ADD_BYTE_PROP(ADEF_Weapon_Kickback,x)
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#define PROP_Weapon_YAdjust(x) ADD_FIXD_PROP(ADEF_Weapon_YAdjust,x)
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#define PROP_Weapon_SelectionOrder(x) ADD_WORD_PROP(ADEF_Weapon_SelectionOrder,x)
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#define PROP_Weapon_MoveCombatDist(x) ADD_LONG_PROP(ADEF_Weapon_MoveCombatDist,x)
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#define PROP_Weapon_UpState(x) ADD_BYTE_PROP(ADEF_Weapon_UpState,x)
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#define PROP_Weapon_DownState(x) ADD_BYTE_PROP(ADEF_Weapon_DownState,x)
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#define PROP_Weapon_ReadyState(x) ADD_BYTE_PROP(ADEF_Weapon_ReadyState,x)
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#define PROP_Weapon_AtkState(x) ADD_BYTE_PROP(ADEF_Weapon_AtkState,x)
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#define PROP_Weapon_HoldAtkState(x) ADD_BYTE_PROP(ADEF_Weapon_HoldAtkState,x)
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#define PROP_Weapon_FlashState(x) ADD_BYTE_PROP(ADEF_Weapon_FlashState,x)
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#define PROP_Sigil_NumPieces(x) ADD_BYTE_PROP(ADEF_Sigil_NumPieces,x)
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// [GRB] Player class properties
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#define PROP_PlayerPawn_JumpZ(x) ADD_LONG_PROP(ADEF_PlayerPawn_JumpZ,x)
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#define PROP_PlayerPawn_ViewHeight(x) ADD_LONG_PROP(ADEF_PlayerPawn_ViewHeight,x)
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#define PROP_PlayerPawn_ForwardMove1(x) ADD_LONG_PROP(ADEF_PlayerPawn_ForwardMove1,x)
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#define PROP_PlayerPawn_ForwardMove2(x) ADD_LONG_PROP(ADEF_PlayerPawn_ForwardMove2,x)
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#define PROP_PlayerPawn_SideMove1(x) ADD_LONG_PROP(ADEF_PlayerPawn_SideMove1,x)
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#define PROP_PlayerPawn_SideMove2(x) ADD_LONG_PROP(ADEF_PlayerPawn_SideMove2,x)
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#define PROP_PlayerPawn_ColorRange(x,y) ADD_LONG_PROP(ADEF_PlayerPawn_ColorRange,x|(y<<8))
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#define PROP_PlayerPawn_SpawnMask(x) ADD_BYTE_PROP(ADEF_PlayerPawn_SpawnMask, x)
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#define PROP_PlayerPawn_AttackZOffset(x) ADD_FIXD_PROP(ADEF_PlayerPawn_AttackZOffset, x)
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#endif //__INFOMACROS_H__
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