/* ** thingdef-properties.cpp ** ** Actor denitions - properties and flags handling ** **--------------------------------------------------------------------------- ** Copyright 2002-2007 Christoph Oelckers ** Copyright 2004-2007 Randy Heit ** All rights reserved. ** ** Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions ** are met: ** ** 1. Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** 2. Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in the ** documentation and/or other materials provided with the distribution. ** 3. The name of the author may not be used to endorse or promote products ** derived from this software without specific prior written permission. ** 4. When not used as part of ZDoom or a ZDoom derivative, this code will be ** covered by the terms of the GNU General Public License as published by ** the Free Software Foundation; either version 2 of the License, or (at ** your option) any later version. ** ** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR ** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES ** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. ** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, ** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT ** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF ** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. **--------------------------------------------------------------------------- ** */ #include "gi.h" #include "d_player.h" #include "w_wad.h" #include "cmdlib.h" #include "p_lnspec.h" #include "decallib.h" #include "p_local.h" #include "p_effect.h" #include "v_text.h" #include "thingdef.h" #include "a_morph.h" #include "teaminfo.h" #include "backend/vmbuilder.h" #include "a_keys.h" #include "g_levellocals.h" #include "types.h" //========================================================================== // // Gets a class pointer and performs an error check for correct type // //========================================================================== static PClassActor *FindClassTentative(const char *name, PClass *ancestor, bool optional = false) { // "" and "none" mean 'no class' if (name == NULL || *name == 0 || !stricmp(name, "none")) { return NULL; } PClass *cls = ancestor->FindClassTentative(name); assert(cls != NULL); // cls can not be NULL here if (!cls->IsDescendantOf(ancestor)) { I_Error("%s does not inherit from %s\n", name, ancestor->TypeName.GetChars()); } if (cls->Size == TentativeClass && optional) { cls->bOptional = true; } return static_cast(cls); } //========================================================================== // // Sets or clears a flag, taking field width into account. // //========================================================================== void ModActorFlag(AActor *actor, FFlagDef *fd, bool set) { // Little-Endian machines only need one case, because all field sizes // start at the same address. (Unless the machine has unaligned access // exceptions, in which case you'll need multiple cases for it too.) #ifdef __BIG_ENDIAN__ if (fd->fieldsize == 4) #endif { uint32_t *flagvar = (uint32_t *)((char *)actor + fd->structoffset); if (set) { *flagvar |= fd->flagbit; } else { *flagvar &= ~fd->flagbit; } } #ifdef __BIG_ENDIAN__ else if (fd->fieldsize == 2) { uint16_t *flagvar = (uint16_t *)((char *)actor + fd->structoffset); if (set) { *flagvar |= fd->flagbit; } else { *flagvar &= ~fd->flagbit; } } else { assert(fd->fieldsize == 1); uint8_t *flagvar = (uint8_t *)((char *)actor + fd->structoffset); if (set) { *flagvar |= fd->flagbit; } else { *flagvar &= ~fd->flagbit; } } #endif } //========================================================================== // // Finds a flag by name and sets or clears it // // Returns true if the flag was found for the actor; else returns false // //========================================================================== bool ModActorFlag(AActor *actor, FString &flagname, bool set, bool printerror) { bool found = false; if (actor != NULL) { const char *dot = strchr(flagname, '.'); FFlagDef *fd; PClassActor *cls = actor->GetClass(); if (dot != NULL) { FString part1(flagname.GetChars(), dot - flagname); fd = FindFlag(cls, part1, dot + 1); } else { fd = FindFlag(cls, flagname, NULL); } if (fd != NULL) { found = true; if (actor->CountsAsKill() && actor->health > 0) --level.total_monsters; if (actor->flags & MF_COUNTITEM) --level.total_items; if (actor->flags5 & MF5_COUNTSECRET) --level.total_secrets; if (fd->structoffset == -1) { HandleDeprecatedFlags(actor, cls, set, fd->flagbit); } else { ActorFlags *flagp = (ActorFlags*)(((char*)actor) + fd->structoffset); // If these 2 flags get changed we need to update the blockmap and sector links. bool linkchange = flagp == &actor->flags && (fd->flagbit == MF_NOBLOCKMAP || fd->flagbit == MF_NOSECTOR); FLinkContext ctx; if (linkchange) actor->UnlinkFromWorld(&ctx); ModActorFlag(actor, fd, set); if (linkchange) actor->LinkToWorld(&ctx); } if (actor->CountsAsKill() && actor->health > 0) ++level.total_monsters; if (actor->flags & MF_COUNTITEM) ++level.total_items; if (actor->flags5 & MF5_COUNTSECRET) ++level.total_secrets; } else if (printerror) { DPrintf(DMSG_ERROR, "ACS/DECORATE: '%s' is not a flag in '%s'\n", flagname.GetChars(), cls->TypeName.GetChars()); } } return found; } //========================================================================== // // Returns whether an actor flag is true or not. // //========================================================================== INTBOOL CheckActorFlag(const AActor *owner, FFlagDef *fd) { if (fd->structoffset == -1) { return CheckDeprecatedFlags(owner, owner->GetClass(), fd->flagbit); } else #ifdef __BIG_ENDIAN__ if (fd->fieldsize == 4) #endif { return fd->flagbit & *(uint32_t *)(((char*)owner) + fd->structoffset); } #ifdef __BIG_ENDIAN__ else if (fd->fieldsize == 2) { return fd->flagbit & *(uint16_t *)(((char*)owner) + fd->structoffset); } else { assert(fd->fieldsize == 1); return fd->flagbit & *(uint8_t *)(((char*)owner) + fd->structoffset); } #endif } INTBOOL CheckActorFlag(const AActor *owner, const char *flagname, bool printerror) { const char *dot = strchr (flagname, '.'); FFlagDef *fd; const PClass *cls = owner->GetClass(); if (dot != NULL) { FString part1(flagname, dot-flagname); fd = FindFlag (cls, part1, dot+1); } else { fd = FindFlag (cls, flagname, NULL); } if (fd != NULL) { return CheckActorFlag(owner, fd); } else { if (printerror) Printf("Unknown flag '%s' in '%s'\n", flagname, cls->TypeName.GetChars()); return false; } } //=========================================================================== // // HandleDeprecatedFlags // // Handles the deprecated flags and sets the respective properties // to appropriate values. This is solely intended for backwards // compatibility so mixing this with code that is aware of the real // properties is not recommended // //=========================================================================== void HandleDeprecatedFlags(AActor *defaults, PClassActor *info, bool set, int index) { switch (index) { case DEPF_FIREDAMAGE: defaults->DamageType = set? NAME_Fire : NAME_None; break; case DEPF_ICEDAMAGE: defaults->DamageType = set? NAME_Ice : NAME_None; break; case DEPF_LOWGRAVITY: defaults->Gravity = set ? 1. / 8 : 1.; break; case DEPF_SHORTMISSILERANGE: defaults->maxtargetrange = set? 896. : 0.; break; case DEPF_LONGMELEERANGE: defaults->meleethreshold = set? 196. : 0.; break; case DEPF_QUARTERGRAVITY: defaults->Gravity = set ? 1. / 4 : 1.; break; case DEPF_FIRERESIST: info->SetDamageFactor(NAME_Fire, set ? 0.5 : 1.); break; // the bounce flags will set the compatibility bounce modes to remain compatible case DEPF_HERETICBOUNCE: defaults->BounceFlags &= ~(BOUNCE_TypeMask|BOUNCE_UseSeeSound); if (set) defaults->BounceFlags |= BOUNCE_HereticCompat; break; case DEPF_HEXENBOUNCE: defaults->BounceFlags &= ~(BOUNCE_TypeMask|BOUNCE_UseSeeSound); if (set) defaults->BounceFlags |= BOUNCE_HexenCompat; break; case DEPF_DOOMBOUNCE: defaults->BounceFlags &= ~(BOUNCE_TypeMask|BOUNCE_UseSeeSound); if (set) defaults->BounceFlags |= BOUNCE_DoomCompat; break; case DEPF_PICKUPFLASH: if (set) { static_cast(defaults)->PickupFlash = FindClassTentative("PickupFlash", RUNTIME_CLASS(AActor)); } else { static_cast(defaults)->PickupFlash = NULL; } break; case DEPF_INTERHUBSTRIP: // Old system was 0 or 1, so if the flag is cleared, assume 1. static_cast(defaults)->InterHubAmount = set ? 0 : 1; break; case DEPF_NOTRAIL: { FString propname = "@property@powerspeed.notrail"; FName name(propname, true); if (name != NAME_None) { auto propp = dyn_cast(info->FindSymbol(name, true)); if (propp != nullptr) { *((char*)defaults + propp->Variables[0]->Offset) = set ? 1 : 0; } } break; } default: break; // silence GCC } } //=========================================================================== // // CheckDeprecatedFlags // // Checks properties related to deprecated flags, and returns true only // if the relevant properties are configured exactly as they would have // been by setting the flag in HandleDeprecatedFlags. // //=========================================================================== bool CheckDeprecatedFlags(const AActor *actor, PClassActor *info, int index) { // A deprecated flag is false if // a) it hasn't been added here // b) any property of the actor differs from what it would be after setting the flag using HandleDeprecatedFlags // Deprecated flags are normally replaced by something more flexible, which means a multitude of related configurations // will report "false". switch (index) { case DEPF_FIREDAMAGE: return actor->DamageType == NAME_Fire; case DEPF_ICEDAMAGE: return actor->DamageType == NAME_Ice; case DEPF_LOWGRAVITY: return actor->Gravity == 1./8; case DEPF_SHORTMISSILERANGE: return actor->maxtargetrange == 896.; case DEPF_LONGMELEERANGE: return actor->meleethreshold == 196.; case DEPF_QUARTERGRAVITY: return actor->Gravity == 1./4; case DEPF_FIRERESIST: for (auto &df : info->ActorInfo()->DamageFactors) { if (df.first == NAME_Fire) return df.second == 0.5; } return false; case DEPF_HERETICBOUNCE: return (actor->BounceFlags & (BOUNCE_TypeMask|BOUNCE_UseSeeSound)) == BOUNCE_HereticCompat; case DEPF_HEXENBOUNCE: return (actor->BounceFlags & (BOUNCE_TypeMask|BOUNCE_UseSeeSound)) == BOUNCE_HexenCompat; case DEPF_DOOMBOUNCE: return (actor->BounceFlags & (BOUNCE_TypeMask|BOUNCE_UseSeeSound)) == BOUNCE_DoomCompat; case DEPF_PICKUPFLASH: return static_cast(actor)->PickupFlash == PClass::FindClass("PickupFlash"); // A pure name lookup may or may not be more efficient, but I know no static identifier for PickupFlash. case DEPF_INTERHUBSTRIP: return !(static_cast(actor)->InterHubAmount); } return false; // Any entirely unknown flag is not set } //========================================================================== // // // //========================================================================== int MatchString (const char *in, const char **strings) { int i; for (i = 0; *strings != NULL; i++) { if (!stricmp(in, *strings++)) { return i; } } return -1; } //========================================================================== // // Get access to scripted pointers. // They need a bit more work than other variables. // //========================================================================== static bool PointerCheck(PType *symtype, PType *checktype) { auto symptype = PType::toClassPointer(symtype); auto checkptype = PType::toClassPointer(checktype); return symptype != nullptr && checkptype != nullptr && symptype->ClassRestriction->IsDescendantOf(checkptype->ClassRestriction); } //========================================================================== // // Info Property handlers // //========================================================================== //========================================================================== // //========================================================================== DEFINE_INFO_PROPERTY(game, S, Actor) { PROP_STRING_PARM(str, 0); auto & GameFilter = info->ActorInfo()->GameFilter; if (!stricmp(str, "Doom")) { GameFilter |= GAME_Doom; } else if (!stricmp(str, "Heretic")) { GameFilter |= GAME_Heretic; } else if (!stricmp(str, "Hexen")) { GameFilter |= GAME_Hexen; } else if (!stricmp(str, "Raven")) { GameFilter |= GAME_Raven; } else if (!stricmp(str, "Strife")) { GameFilter |= GAME_Strife; } else if (!stricmp(str, "Chex")) { GameFilter |= GAME_Chex; } else if (!stricmp(str, "Any")) { GameFilter = GAME_Any; } else { I_Error ("Unknown game type %s", str); } } //========================================================================== // //========================================================================== DEFINE_INFO_PROPERTY(spawnid, I, Actor) { PROP_INT_PARM(id, 0); if (id<0 || id>65535) { I_Error ("SpawnID must be in the range [0,65535]"); } else info->ActorInfo()->SpawnID=(uint16_t)id; } //========================================================================== // //========================================================================== DEFINE_INFO_PROPERTY(conversationid, IiI, Actor) { PROP_INT_PARM(convid, 0); PROP_INT_PARM(id1, 1); PROP_INT_PARM(id2, 2); if (convid <= 0 || convid > 65535) return; // 0 is not usable because the dialogue scripts use it as 'no object'. else info->ActorInfo()->ConversationID=(uint16_t)convid; } //========================================================================== // // Property handlers // //========================================================================== //========================================================================== // //========================================================================== DEFINE_PROPERTY(skip_super, 0, Actor) { auto actorclass = RUNTIME_CLASS(AActor); if (info->Size != actorclass->Size) { bag.ScriptPosition.Message(MSG_OPTERROR, "'skip_super' is only allowed in subclasses of Actor with no additional fields and will be ignored in type %s.", info->TypeName.GetChars()); return; } if (bag.StateSet) { bag.ScriptPosition.Message(MSG_OPTERROR, "'skip_super' must appear before any state definitions."); return; } *defaults = *GetDefault(); ResetBaggage (&bag, RUNTIME_CLASS(AActor)); static_cast(bag.Info)->ActorInfo()->SkipSuperSet = true; // ZScript processes the states later so this property must be flagged for later handling. } //========================================================================== // for internal use only - please do not document! //========================================================================== DEFINE_PROPERTY(defaultstateusage, I, Actor) { PROP_INT_PARM(use, 0); static_cast(bag.Info)->ActorInfo()->DefaultStateUsage = use; } //========================================================================== // //========================================================================== DEFINE_PROPERTY(tag, S, Actor) { PROP_STRING_PARM(str, 0); defaults->SetTag(str); } //========================================================================== // //========================================================================== DEFINE_PROPERTY(painchance, ZI, Actor) { PROP_STRING_PARM(str, 0); PROP_INT_PARM(id, 1); if (str == NULL) { defaults->PainChance=id; } else { FName painType = NAME_None; if (stricmp(str, "Normal")) painType = str; info->SetPainChance(painType, id); } } //========================================================================== // //========================================================================== DEFINE_PROPERTY(defthreshold, I, Actor) { PROP_INT_PARM(id, 0); if (id < 0) I_Error("DefThreshold cannot be negative."); defaults->DefThreshold = id; } //========================================================================== // //========================================================================== DEFINE_PROPERTY(threshold, I, Actor) { PROP_INT_PARM(id, 0); if (id < 0) I_Error("Threshold cannot be negative."); defaults->threshold = id; } //========================================================================== // //========================================================================== DEFINE_PROPERTY(damage, X, Actor) { PROP_INT_PARM(dmgval, 0); PROP_EXP_PARM(id, 1); // Damage can either be a single number, in which case it is subject // to the original damage calculation rules. Or, it can be an expression // and will be calculated as-is, ignoring the original rules. For // compatibility reasons, expressions must be enclosed within // parentheses. defaults->DamageVal = dmgval; // Only DECORATE can get here with a valid expression. CreateDamageFunction(bag.Namespace, bag.Version, bag.Info, defaults, id, true, bag.Lumpnum); } //========================================================================== // //========================================================================== DEFINE_PROPERTY(scale, F, Actor) { PROP_DOUBLE_PARM(id, 0); defaults->Scale.X = defaults->Scale.Y = id; } //========================================================================== // //========================================================================== DEFINE_PROPERTY(floatbobphase, I, Actor) { PROP_INT_PARM(id, 0); if (id < -1 || id >= 64) I_Error ("FloatBobPhase must be in range [-1,63]"); defaults->FloatBobPhase = id; } //========================================================================== // //========================================================================== DEFINE_PROPERTY(floatbobstrength, F, Actor) { PROP_DOUBLE_PARM(id, 0); defaults->FloatBobStrength = id; } //========================================================================== // //========================================================================== DEFINE_PROPERTY(args, Iiiii, Actor) { for (int i = 0; i < PROP_PARM_COUNT; i++) { PROP_INT_PARM(id, i); defaults->args[i] = id; } defaults->flags2|=MF2_ARGSDEFINED; } //========================================================================== // //========================================================================== DEFINE_PROPERTY(dropitem, S_i_i, Actor) { PROP_STRING_PARM(type, 0); // create a linked list of dropitems if (!bag.DropItemSet) { bag.DropItemSet = true; bag.DropItemList = NULL; } FDropItem *di = (FDropItem*)ClassDataAllocator.Alloc(sizeof(FDropItem)); di->Name = type; di->Probability = 255; di->Amount = -1; if (PROP_PARM_COUNT > 1) { PROP_INT_PARM(prob, 1); di->Probability = prob; if (PROP_PARM_COUNT > 2) { PROP_INT_PARM(amt, 2); di->Amount = amt; } } di->Next = bag.DropItemList; bag.DropItemList = di; } //========================================================================== // //========================================================================== DEFINE_PROPERTY(renderstyle, S, Actor) { PROP_STRING_PARM(str, 0); static const char * renderstyles[]={ "NONE", "NORMAL", "FUZZY", "SOULTRANS", "OPTFUZZY", "STENCIL", "TRANSLUCENT", "ADD", "SHADED", "SHADOW", "SUBTRACT", "ADDSTENCIL", "ADDSHADED", NULL }; static const int renderstyle_values[]={ STYLE_None, STYLE_Normal, STYLE_Fuzzy, STYLE_SoulTrans, STYLE_OptFuzzy, STYLE_TranslucentStencil, STYLE_Translucent, STYLE_Add, STYLE_Shaded, STYLE_Shadow, STYLE_Subtract, STYLE_AddStencil, STYLE_AddShaded}; // make this work for old style decorations, too. if (!strnicmp(str, "style_", 6)) str+=6; int style = MatchString(str, renderstyles); if (style < 0) I_Error("Unknown render style '%s'", str); defaults->RenderStyle = LegacyRenderStyles[renderstyle_values[style]]; } //========================================================================== // //========================================================================== DEFINE_PROPERTY(defaultalpha, 0, Actor) { defaults->Alpha = gameinfo.gametype == GAME_Heretic ? HR_SHADOW : HX_SHADOW; } //========================================================================== // //========================================================================== DEFINE_PROPERTY(translation, L, Actor) { PROP_INT_PARM(type, 0); if (type == 0) { PROP_INT_PARM(trans, 1); int max = 6; if (trans < 0 || trans > max) { I_Error ("Translation must be in the range [0,%d]", max); } defaults->Translation = TRANSLATION(TRANSLATION_Standard, trans); } else { FRemapTable CurrentTranslation; bool success = true; CurrentTranslation.MakeIdentity(); for(int i = 1; i < PROP_PARM_COUNT; i++) { PROP_STRING_PARM(str, i); int tnum; if (i== 1 && PROP_PARM_COUNT == 2 && (tnum = R_FindCustomTranslation(str)) != -1) { defaults->Translation = tnum; return; } else { // parse all ranges to get a complete list of errors, if more than one range fails. success |= CurrentTranslation.AddToTranslation(str); } } defaults->Translation = CurrentTranslation.StoreTranslation (TRANSLATION_Decorate); if (!success) { bag.ScriptPosition.Message(MSG_WARNING, "Failed to parse translation"); } } } //========================================================================== // //========================================================================== DEFINE_PROPERTY(stencilcolor, C, Actor) { PROP_COLOR_PARM(color, 0); defaults->fillcolor = color | (ColorMatcher.Pick (RPART(color), GPART(color), BPART(color)) << 24); } //========================================================================== // //========================================================================== DEFINE_PROPERTY(bloodcolor, C, Actor) { PROP_COLOR_PARM(color, 0); defaults->BloodColor = color; defaults->BloodColor.a = 255; // a should not be 0. defaults->BloodTranslation = TRANSLATION(TRANSLATION_Blood, CreateBloodTranslation(color)); } //========================================================================== // //========================================================================== DEFINE_PROPERTY(bloodtype, Sss, Actor) { PROP_STRING_PARM(str, 0) PROP_STRING_PARM(str1, 1) PROP_STRING_PARM(str2, 2) FName blood = str; // normal blood defaults->NameVar("BloodType") = blood; if (PROP_PARM_COUNT > 1) { blood = str1; } // blood splatter defaults->NameVar("BloodType2") = blood; if (PROP_PARM_COUNT > 2) { blood = str2; } // axe blood defaults->NameVar("BloodType3") = blood; } //========================================================================== // //========================================================================== DEFINE_PROPERTY(bouncetype, S, Actor) { static const char *names[] = { "None", "Doom", "Heretic", "Hexen", "DoomCompat", "HereticCompat", "HexenCompat", "Grenade", "Classic", NULL }; static const ActorBounceFlag flags[] = { BOUNCE_None, BOUNCE_Doom, BOUNCE_Heretic, BOUNCE_Hexen, BOUNCE_DoomCompat, BOUNCE_HereticCompat, BOUNCE_HexenCompat, BOUNCE_Grenade, BOUNCE_Classic, }; PROP_STRING_PARM(id, 0); int match = MatchString(id, names); if (match < 0) { I_Error("Unknown bouncetype %s", id); match = 0; } defaults->BounceFlags &= ~(BOUNCE_TypeMask | BOUNCE_UseSeeSound); defaults->BounceFlags |= flags[match]; } //========================================================================== // //========================================================================== DEFINE_PROPERTY(bouncefactor, F, Actor) { PROP_DOUBLE_PARM(id, 0); defaults->bouncefactor = clamp(id, 0, 1); } //========================================================================== // //========================================================================== DEFINE_PROPERTY(wallbouncefactor, F, Actor) { PROP_DOUBLE_PARM(id, 0); defaults->wallbouncefactor = clamp(id, 0, 1); } //========================================================================== // //========================================================================== DEFINE_PROPERTY(damagetype, S, Actor) { PROP_STRING_PARM(str, 0); if (!stricmp(str, "Normal")) defaults->DamageType = NAME_None; else defaults->DamageType=str; } //========================================================================== //========================================================================== DEFINE_PROPERTY(paintype, S, Actor) { PROP_STRING_PARM(str, 0); if (!stricmp(str, "Normal")) defaults->PainType = NAME_None; else defaults->PainType=str; } //========================================================================== //========================================================================== DEFINE_PROPERTY(deathtype, S, Actor) { PROP_STRING_PARM(str, 0); if (!stricmp(str, "Normal")) defaults->DeathType = NAME_None; else defaults->DeathType=str; } //========================================================================== // //========================================================================== DEFINE_PROPERTY(damagefactor, ZF, Actor) { PROP_STRING_PARM(str, 0); PROP_DOUBLE_PARM(id, 1); if (str == nullptr) { defaults->DamageFactor = id; } else { FName dmgType = NAME_None; if (stricmp(str, "Normal")) dmgType = str; info->SetDamageFactor(dmgType, id); } } //========================================================================== // //========================================================================== DEFINE_PROPERTY(decal, S, Actor) { PROP_STRING_PARM(str, 0); defaults->DecalGenerator = (FDecalBase *)intptr_t(int(FName(str))); } //========================================================================== // //========================================================================== DEFINE_PROPERTY(poisondamage, Iii, Actor) { PROP_INT_PARM(poisondamage, 0); PROP_INT_PARM(poisonduration, 1); PROP_INT_PARM(poisonperiod, 2); defaults->PoisonDamage = poisondamage; if (PROP_PARM_COUNT == 1) { defaults->PoisonDuration = INT_MIN; } else { defaults->PoisonDuration = poisonduration; if (PROP_PARM_COUNT > 2) defaults->PoisonPeriod = poisonperiod; else defaults->PoisonPeriod = 0; } } //========================================================================== // //========================================================================== DEFINE_PROPERTY(gravity, F, Actor) { PROP_DOUBLE_PARM(i, 0); if (i < 0) I_Error ("Gravity must not be negative."); defaults->Gravity = i; } //========================================================================== // //========================================================================== DEFINE_PROPERTY(spriteangle, F, Actor) { PROP_DOUBLE_PARM(i, 0); defaults->SpriteAngle = i; } //========================================================================== // //========================================================================== DEFINE_PROPERTY(friction, F, Actor) { PROP_DOUBLE_PARM(i, 0); if (i < 0) I_Error ("Friction must not be negative."); defaults->Friction = i; } //========================================================================== // //========================================================================== DEFINE_PROPERTY(clearflags, 0, Actor) { defaults->flags = 0; defaults->flags2 &= MF2_ARGSDEFINED; // this flag must not be cleared defaults->flags3 = 0; defaults->flags4 = 0; defaults->flags5 = 0; defaults->flags6 = 0; defaults->flags7 = 0; defaults->flags8 = 0; } //========================================================================== // //========================================================================== DEFINE_PROPERTY(monster, 0, Actor) { // sets the standard flags for a monster defaults->flags|=MF_SHOOTABLE|MF_COUNTKILL|MF_SOLID; defaults->flags2|=MF2_PUSHWALL|MF2_MCROSS|MF2_PASSMOBJ; defaults->flags3|=MF3_ISMONSTER; defaults->flags4|=MF4_CANUSEWALLS; } //========================================================================== // //========================================================================== DEFINE_PROPERTY(projectile, 0, Actor) { // sets the standard flags for a projectile defaults->flags|=MF_NOBLOCKMAP|MF_NOGRAVITY|MF_DROPOFF|MF_MISSILE; defaults->flags2|=MF2_IMPACT|MF2_PCROSS|MF2_NOTELEPORT; if (gameinfo.gametype&GAME_Raven) defaults->flags5|=MF5_BLOODSPLATTER; } //========================================================================== // //========================================================================== DEFINE_PROPERTY(activation, N, Actor) { // How the thing behaves when activated by death, USESPECIAL or BUMPSPECIAL PROP_INT_PARM(val, 0); defaults->activationtype = val; } //========================================================================== // //========================================================================== DEFINE_PROPERTY(designatedteam, I, Actor) { PROP_INT_PARM(val, 0); if(val < 0 || (val >= (signed) Teams.Size() && val != TEAM_NONE)) I_Error("Invalid team designation.\n"); defaults->DesignatedTeam = val; } //========================================================================== // [BB] //========================================================================== DEFINE_PROPERTY(visibletoteam, I, Actor) { PROP_INT_PARM(i, 0); defaults->VisibleToTeam=i+1; } //========================================================================== // [BB] //========================================================================== DEFINE_PROPERTY(visibletoplayerclass, Ssssssssssssssssssss, Actor) { info->ActorInfo()->VisibleToPlayerClass.Clear(); for(int i = 0;i < PROP_PARM_COUNT;++i) { PROP_STRING_PARM(n, i); if (*n != 0) info->ActorInfo()->VisibleToPlayerClass.Push(FindClassTentative(n, RUNTIME_CLASS(APlayerPawn))); } } //========================================================================== // //========================================================================== DEFINE_PROPERTY(distancecheck, S, Actor) { PROP_STRING_PARM(cvar, 0); FBaseCVar *scratch; FBaseCVar *cv = FindCVar(cvar, &scratch); if (cv == NULL) { I_Error("CVar %s not defined", cvar); } else if (cv->GetRealType() == CVAR_Int) { info->ActorInfo()->distancecheck = static_cast(cv); } else { I_Error("CVar %s must of type Int", cvar); } } //========================================================================== // // Special inventory properties // //========================================================================== //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY(restrictedto, Ssssssssssssssssssss, Inventory) { auto restrictarray = (TArray*)defaults->ScriptVar(NAME_RestrictedToPlayerClass, nullptr); restrictarray->Clear(); for(int i = 0;i < PROP_PARM_COUNT;++i) { PROP_STRING_PARM(n, i); if (*n != 0) restrictarray->Push(FindClassTentative(n, RUNTIME_CLASS(APlayerPawn))); } } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY(forbiddento, Ssssssssssssssssssss, Inventory) { auto forbidarray = (TArray*)defaults->ScriptVar(NAME_ForbiddenToPlayerClass, nullptr); forbidarray->Clear(); for(int i = 0;i < PROP_PARM_COUNT;++i) { PROP_STRING_PARM(n, i); if (*n != 0) forbidarray->Push(FindClassTentative(n, RUNTIME_CLASS(APlayerPawn))); } } //========================================================================== // //========================================================================== static void SetIcon(FTextureID &icon, Baggage &bag, const char *i) { if (i == NULL || i[0] == '\0') { icon.SetNull(); } else { icon = TexMan.CheckForTexture(i, ETextureType::MiscPatch); if (!icon.isValid()) { // Don't print warnings if the item is for another game or if this is a shareware IWAD. // Strife's teaser doesn't contain all the icon graphics of the full game. if ((bag.Info->ActorInfo()->GameFilter == GAME_Any || bag.Info->ActorInfo()->GameFilter & gameinfo.gametype) && !(gameinfo.flags&GI_SHAREWARE) && Wads.GetLumpFile(bag.Lumpnum) != 0) { bag.ScriptPosition.Message(MSG_WARNING, "Icon '%s' for '%s' not found\n", i, bag.Info->TypeName.GetChars()); } } } } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY(icon, S, Inventory) { PROP_STRING_PARM(i, 0); SetIcon(defaults->Icon, bag, i); } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY(althudicon, S, Inventory) { PROP_STRING_PARM(i, 0); SetIcon(defaults->AltHUDIcon, bag, i); } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY(defmaxamount, 0, Inventory) { defaults->MaxAmount = gameinfo.definventorymaxamount; } //========================================================================== // Dummy for Skulltag compatibility... //========================================================================== DEFINE_CLASS_PROPERTY(pickupannouncerentry, S, Inventory) { } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY(defaultkickback, 0, Weapon) { defaults->Kickback = gameinfo.defKickback; } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY(bobstyle, S, Weapon) { static const char *names[] = { "Normal", "Inverse", "Alpha", "InverseAlpha", "Smooth", "InverseSmooth", NULL }; static const int styles[] = { AWeapon::BobNormal, AWeapon::BobInverse, AWeapon::BobAlpha, AWeapon::BobInverseAlpha, AWeapon::BobSmooth, AWeapon::BobInverseSmooth, }; PROP_STRING_PARM(id, 0); int match = MatchString(id, names); if (match < 0) { I_Error("Unknown bobstyle %s", id); match = 0; } defaults->BobStyle = styles[match]; } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY(slotpriority, F, Weapon) { PROP_DOUBLE_PARM(i, 0); defaults->SlotPriority = int(i*65536); } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY(preferredskin, S, Weapon) { PROP_STRING_PARM(str, 0); // NoOp - only for Skulltag compatibility } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY_PREFIX(powerup, color, C_f, Inventory) { static const char *specialcolormapnames[] = { "INVERSEMAP", "GOLDMAP", "REDMAP", "GREENMAP", "BLUEMAP", NULL }; int alpha; PalEntry *pBlendColor; bool isgiver = info->IsDescendantOf(NAME_PowerupGiver); if (info->IsDescendantOf(NAME_Powerup) || isgiver) { pBlendColor = &defaults->ColorVar(NAME_BlendColor); } else { I_Error("\"powerup.color\" requires an actor of type \"Powerup\"\n"); return; } PROP_INT_PARM(mode, 0); PROP_INT_PARM(color, 1); if (mode == 1) { PROP_STRING_PARM(name, 1); // We must check the old special colormap names for compatibility int v = MatchString(name, specialcolormapnames); if (v >= 0) { *pBlendColor = MakeSpecialColormap(v); return; } else if (!stricmp(name, "none") && isgiver) { *pBlendColor = MakeSpecialColormap(65535); return; } color = V_GetColor(NULL, name, &bag.ScriptPosition); } if (PROP_PARM_COUNT > 2) { PROP_DOUBLE_PARM(falpha, 2); alpha=int(falpha*255); } else alpha = 255/3; alpha=clamp(alpha, 0, 255); if (alpha != 0) *pBlendColor = MAKEARGB(alpha, 0, 0, 0) | color; else *pBlendColor = 0; } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY_PREFIX(powerup, colormap, FFFfff, Inventory) { PalEntry BlendColor; if (!info->IsDescendantOf(NAME_Powerup) && !info->IsDescendantOf(NAME_PowerupGiver)) { I_Error("\"powerup.colormap\" requires an actor of type \"Powerup\"\n"); return; } if (PROP_PARM_COUNT == 3) { PROP_FLOAT_PARM(r, 0); PROP_FLOAT_PARM(g, 1); PROP_FLOAT_PARM(b, 2); BlendColor = MakeSpecialColormap(AddSpecialColormap(0, 0, 0, r, g, b)); } else if (PROP_PARM_COUNT == 6) { PROP_FLOAT_PARM(r1, 0); PROP_FLOAT_PARM(g1, 1); PROP_FLOAT_PARM(b1, 2); PROP_FLOAT_PARM(r2, 3); PROP_FLOAT_PARM(g2, 4); PROP_FLOAT_PARM(b2, 5); BlendColor = MakeSpecialColormap(AddSpecialColormap(r1, g1, b1, r2, g2, b2)); } else { I_Error("\"power.colormap\" must have either 3 or 6 parameters\n"); } defaults->ColorVar(NAME_BlendColor) = BlendColor; } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY_PREFIX(powerup, duration, I, Inventory) { if (!info->IsDescendantOf(NAME_Powerup) && !info->IsDescendantOf(NAME_PowerupGiver)) { I_Error("\"powerup.duration\" requires an actor of type \"Powerup\"\n"); return; } PROP_INT_PARM(i, 0); defaults->IntVar(NAME_EffectTics) = (i >= 0) ? i : -i * TICRATE; } //========================================================================== // //========================================================================== DEFINE_SCRIPTED_PROPERTY_PREFIX(powerup, type, S, PowerupGiver) { PROP_STRING_PARM(str, 0); // Yuck! What was I thinking when I decided to prepend "Power" to the name? // Now it's too late to change it... PClassActor *cls = PClass::FindActor(str); auto pow = PClass::FindActor(NAME_Powerup); if (cls == nullptr || !cls->IsDescendantOf(pow)) { if (bag.fromDecorate) { FString st; st.Format("%s%s", strnicmp(str, "power", 5) ? "Power" : "", str); cls = FindClassTentative(st, pow); } else { I_Error("Unknown powerup type %s", str); } } defaults->PointerVar(NAME_PowerupType) = cls; } //========================================================================== // // [GRB] Special player properties // //========================================================================== //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY_PREFIX(player, displayname, S, PlayerPawn) { PROP_STRING_PARM(str, 0); info->ActorInfo()->DisplayName = str; } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY_PREFIX(player, soundclass, S, PlayerPawn) { PROP_STRING_PARM(str, 0); FString tmp = str; tmp.ReplaceChars (' ', '_'); defaults->SoundClass = tmp.IsNotEmpty()? FName(tmp) : NAME_None; } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY_PREFIX(player, face, S, PlayerPawn) { PROP_STRING_PARM(str, 0); FString tmp = str; if (tmp.Len() == 0) defaults->Face = NAME_None; else { tmp.ToUpper(); bool valid = (tmp.Len() == 3 && (((tmp[0] >= 'A') && (tmp[0] <= 'Z')) || ((tmp[0] >= '0') && (tmp[0] <= '9'))) && (((tmp[1] >= 'A') && (tmp[1] <= 'Z')) || ((tmp[1] >= '0') && (tmp[1] <= '9'))) && (((tmp[2] >= 'A') && (tmp[2] <= 'Z')) || ((tmp[2] >= '0') && (tmp[2] <= '9'))) ); if (!valid) { bag.ScriptPosition.Message(MSG_OPTERROR, "Invalid face '%s' for '%s';\nSTF replacement codes must be 3 alphanumeric characters.\n", tmp.GetChars(), info->TypeName.GetChars()); } defaults->Face = tmp; } } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY_PREFIX(player, colorrange, I_I, PlayerPawn) { PROP_INT_PARM(start, 0); PROP_INT_PARM(end, 1); if (start > end) swapvalues (start, end); defaults->ColorRangeStart = start; defaults->ColorRangeEnd = end; } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY_PREFIX(player, colorset, ISIIIiiiiiiiiiiiiiiiiiiiiiiii, PlayerPawn) { PROP_INT_PARM(setnum, 0); PROP_STRING_PARM(setname, 1); PROP_INT_PARM(rangestart, 2); PROP_INT_PARM(rangeend, 3); PROP_INT_PARM(representative_color, 4); FPlayerColorSet color; color.Name = setname; color.Lump = -1; color.FirstColor = rangestart; color.LastColor = rangeend; color.RepresentativeColor = representative_color; color.NumExtraRanges = 0; if (PROP_PARM_COUNT > 5) { int count = PROP_PARM_COUNT - 5; int start = 5; while (count >= 4) { PROP_INT_PARM(range_start, start+0); PROP_INT_PARM(range_end, start+1); PROP_INT_PARM(first_color, start+2); PROP_INT_PARM(last_color, start+3); int extra = color.NumExtraRanges++; assert (extra < (int)countof(color.Extra)); color.Extra[extra].RangeStart = range_start; color.Extra[extra].RangeEnd = range_end; color.Extra[extra].FirstColor = first_color; color.Extra[extra].LastColor = last_color; count -= 4; start += 4; } if (count != 0) { bag.ScriptPosition.Message(MSG_OPTERROR, "Extra ranges require 4 parameters each.\n"); } } if (setnum < 0) { bag.ScriptPosition.Message(MSG_OPTERROR, "Color set number must not be negative.\n"); } else { ColorSets.Push(std::make_tuple(info, setnum, color)); } } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY_PREFIX(player, colorsetfile, ISSI, PlayerPawn) { PROP_INT_PARM(setnum, 0); PROP_STRING_PARM(setname, 1); PROP_STRING_PARM(rangefile, 2); PROP_INT_PARM(representative_color, 3); FPlayerColorSet color; color.Name = setname; color.Lump = Wads.CheckNumForName(rangefile); color.RepresentativeColor = representative_color; color.NumExtraRanges = 0; if (setnum < 0) { bag.ScriptPosition.Message(MSG_OPTERROR, "Color set number must not be negative.\n"); } else if (color.Lump >= 0) { ColorSets.Push(std::make_tuple(info, setnum, color)); } } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY_PREFIX(player, clearcolorset, I, PlayerPawn) { PROP_INT_PARM(setnum, 0); if (setnum < 0) { bag.ScriptPosition.Message(MSG_OPTERROR, "Color set number must not be negative.\n"); } else { FPlayerColorSet color; memset(&color, 0, sizeof(color)); ColorSets.Push(std::make_tuple(info, setnum, color)); } } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY_PREFIX(player, spawnclass, L, PlayerPawn) { PROP_INT_PARM(type, 0); if (type == 0) { PROP_INT_PARM(val, 1); if (val > 0) defaults->SpawnMask |= 1<<(val-1); } else { for(int i=1; iSpawnMask = 0; else if (!stricmp(str, "Fighter")) defaults->SpawnMask |= 1; else if (!stricmp(str, "Cleric")) defaults->SpawnMask |= 2; else if (!stricmp(str, "Mage")) defaults->SpawnMask |= 4; } } } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY_PREFIX(player, forwardmove, F_f, PlayerPawn) { PROP_DOUBLE_PARM(m, 0); defaults->ForwardMove1 = defaults->ForwardMove2 = m; if (PROP_PARM_COUNT > 1) { PROP_DOUBLE_PARM(m2, 1); defaults->ForwardMove2 = m2; } } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY_PREFIX(player, sidemove, F_f, PlayerPawn) { PROP_DOUBLE_PARM(m, 0); defaults->SideMove1 = defaults->SideMove2 = m; if (PROP_PARM_COUNT > 1) { PROP_DOUBLE_PARM(m2, 1); defaults->SideMove2 = m2; } } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY_PREFIX(player, scoreicon, S, PlayerPawn) { PROP_STRING_PARM(z, 0); defaults->ScoreIcon = TexMan.CheckForTexture(z, ETextureType::MiscPatch); if (!defaults->ScoreIcon.isValid()) { bag.ScriptPosition.Message(MSG_WARNING, "Icon '%s' for '%s' not found\n", z, info->TypeName.GetChars ()); } } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY_PREFIX(player, crouchsprite, S, PlayerPawn) { PROP_STRING_PARM(z, 0); if (strlen(z) == 4) { defaults->crouchsprite = GetSpriteIndex (z); } else if (*z == 0) { defaults->crouchsprite = 0; } else { I_Error("Sprite name must have exactly 4 characters"); } } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY_PREFIX(player, damagescreencolor, Cfs, PlayerPawn) { PROP_COLOR_PARM(c, 0); PalEntry color = c; if (PROP_PARM_COUNT < 3) // Because colors count as 2 parms { color.a = 255; defaults->DamageFade = color; } else if (PROP_PARM_COUNT < 4) { PROP_DOUBLE_PARM(a, 2); color.a = uint8_t(255 * clamp(a, 0.f, 1.f)); defaults->DamageFade = color; } else { PROP_DOUBLE_PARM(a, 2); PROP_STRING_PARM(type, 3); color.a = uint8_t(255 * clamp(a, 0.f, 1.f)); PainFlashes.Push(std::make_tuple(info, type, color)); } } //========================================================================== // // [GRB] Store start items in drop item list // //========================================================================== DEFINE_CLASS_PROPERTY_PREFIX(player, startitem, S_i, PlayerPawn) { PROP_STRING_PARM(str, 0); // create a linked list of startitems if (!bag.DropItemSet) { bag.DropItemSet = true; bag.DropItemList = NULL; } FDropItem *di = (FDropItem*)ClassDataAllocator.Alloc(sizeof(FDropItem)); di->Name = str; di->Probability = 255; di->Amount = 1; if (PROP_PARM_COUNT > 1) { PROP_INT_PARM(amt, 1); di->Amount = amt; } di->Next = bag.DropItemList; bag.DropItemList = di; } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY_PREFIX(player, hexenarmor, FFFFF, PlayerPawn) { for (int i = 0; i < 5; i++) { PROP_DOUBLE_PARM(val, i); defaults->HexenArmor[i] = val; } } //========================================================================== // //========================================================================== DEFINE_CLASS_PROPERTY_PREFIX(player, weaponslot, ISsssssssssssssssssssssssssssssssssssssssssss, PlayerPawn) { PROP_INT_PARM(slot, 0); if (slot < 0 || slot > 9) { I_Error("Slot must be between 0 and 9."); } else { FString weapons; for(int i = 1; i < PROP_PARM_COUNT; ++i) { PROP_STRING_PARM(str, i); weapons << ' ' << str; } defaults->Slot[slot] = weapons.IsEmpty()? NAME_None : FName(weapons); } } //========================================================================== // // [SP] Player.Viewbob // //========================================================================== DEFINE_CLASS_PROPERTY_PREFIX(player, viewbob, F, PlayerPawn) { PROP_DOUBLE_PARM(z, 0); // [SP] Hard limits. This is to prevent terrywads from making players sick. // Remember - this messes with a user option who probably has it set a // certain way for a reason. I think a 1.5 limit is pretty generous, but // it may be safe to increase it. I really need opinions from people who // could be affected by this. if (z < 0.0 || z > 1.5) { I_Error("ViewBob must be between 0.0 and 1.5."); } defaults->ViewBob = z; } //========================================================================== // (non-fatal with non-existent types only in DECORATE) //========================================================================== DEFINE_SCRIPTED_PROPERTY(playerclass, S, MorphProjectile) { PROP_STRING_PARM(str, 0); defaults->PointerVar(NAME_PlayerClass) = FindClassTentative(str, RUNTIME_CLASS(APlayerPawn), bag.fromDecorate); } //========================================================================== // (non-fatal with non-existent types only in DECORATE) //========================================================================== DEFINE_SCRIPTED_PROPERTY(monsterclass, S, MorphProjectile) { PROP_STRING_PARM(str, 0); defaults->PointerVar(NAME_MonsterClass) = FindClassTentative(str, RUNTIME_CLASS(AActor), bag.fromDecorate); } //========================================================================== // //========================================================================== DEFINE_SCRIPTED_PROPERTY(duration, I, MorphProjectile) { PROP_INT_PARM(i, 0); defaults->IntVar(NAME_Duration) = i >= 0 ? i : -i*TICRATE; } //========================================================================== // //========================================================================== DEFINE_SCRIPTED_PROPERTY(morphstyle, M, MorphProjectile) { PROP_INT_PARM(i, 0); defaults->IntVar(NAME_MorphStyle) = i; } //========================================================================== // (non-fatal with non-existent types only in DECORATE) //========================================================================== DEFINE_SCRIPTED_PROPERTY(morphflash, S, MorphProjectile) { PROP_STRING_PARM(str, 0); defaults->PointerVar(NAME_MorphFlash) = FindClassTentative(str, RUNTIME_CLASS(AActor), bag.fromDecorate); } //========================================================================== // //========================================================================== DEFINE_SCRIPTED_PROPERTY(unmorphflash, S, MorphProjectile) { PROP_STRING_PARM(str, 0); defaults->PointerVar(NAME_UnMorphFlash) = FindClassTentative(str, RUNTIME_CLASS(AActor), bag.fromDecorate); } //========================================================================== // (non-fatal with non-existent types only in DECORATE) //========================================================================== DEFINE_SCRIPTED_PROPERTY(playerclass, S, PowerMorph) { PROP_STRING_PARM(str, 0); defaults->PointerVar(NAME_PlayerClass) = FindClassTentative(str, RUNTIME_CLASS(APlayerPawn), bag.fromDecorate); } //========================================================================== // //========================================================================== DEFINE_SCRIPTED_PROPERTY(morphstyle, M, PowerMorph) { PROP_INT_PARM(i, 0); defaults->IntVar(NAME_MorphStyle) = i; } //========================================================================== // (non-fatal with non-existent types only in DECORATE) //========================================================================== DEFINE_SCRIPTED_PROPERTY(morphflash, S, PowerMorph) { PROP_STRING_PARM(str, 0); defaults->PointerVar(NAME_MorphFlash) = FindClassTentative(str, RUNTIME_CLASS(AActor), bag.fromDecorate); } //========================================================================== // (non-fatal with non-existent types only in DECORATE) //========================================================================== DEFINE_SCRIPTED_PROPERTY(unmorphflash, S, PowerMorph) { PROP_STRING_PARM(str, 0); defaults->PointerVar(NAME_UnMorphFlash) = FindClassTentative(str, RUNTIME_CLASS(AActor), bag.fromDecorate); }