mirror of
https://github.com/ZDoom/qzdoom-gpl.git
synced 2025-01-22 06:41:08 +00:00
c3e693b507
- removed Self parameter from FxFunctionCall. Actual member function calls through an object require quite different handling so lumping these two together makes no sense. - added a workaround to deal with ACS_NamedExecuteWithResult to both the compiler and FindClassMemberFunction. The way the ZScript compiler sets this up means that it will call the builtin, not the actual action function, so the parser needs to do some explicit check to get past the same-named action function. - pass a proper self pointer to FxActionSpecial. Although it's still not being used, propagating design shortcuts through several function levels is a very, very bad idea.
276 lines
8.7 KiB
C++
276 lines
8.7 KiB
C++
#ifndef __THINGDEF_H
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#define __THINGDEF_H
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#include "doomtype.h"
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#include "info.h"
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#include "s_sound.h"
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#include "sc_man.h"
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#include "cmdlib.h"
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#include "vm.h"
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class FScanner;
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//==========================================================================
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//
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// A flag descriptor
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//
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//==========================================================================
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struct FFlagDef
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{
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unsigned int flagbit;
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const char *name;
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int structoffset;
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int fieldsize;
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};
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FFlagDef *FindFlag (const PClass *type, const char *part1, const char *part2, bool strict = false);
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void HandleDeprecatedFlags(AActor *defaults, PClassActor *info, bool set, int index);
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bool CheckDeprecatedFlags(const AActor *actor, PClassActor *info, int index);
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const char *GetFlagName(unsigned int flagnum, int flagoffset);
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void ModActorFlag(AActor *actor, FFlagDef *fd, bool set);
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bool ModActorFlag(AActor *actor, FString &flagname, bool set, bool printerror = true);
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INTBOOL CheckActorFlag(const AActor *actor, FFlagDef *fd);
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INTBOOL CheckActorFlag(const AActor *owner, const char *flagname, bool printerror = true);
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#define FLAG_NAME(flagnum, flagvar) GetFlagName(flagnum, myoffsetof(AActor, flagvar))
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//==========================================================================
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//
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// State parser
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//
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//==========================================================================
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class FxExpression;
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struct FStateLabels;
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struct FStateDefine
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{
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FName Label;
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TArray<FStateDefine> Children;
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FState *State;
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BYTE DefineFlags;
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};
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class FStateDefinitions
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{
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TArray<FStateDefine> StateLabels;
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FState *laststate;
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FState *laststatebeforelabel;
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intptr_t lastlabel;
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TArray<FState> StateArray;
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static FStateDefine *FindStateLabelInList(TArray<FStateDefine> &list, FName name, bool create);
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static FStateLabels *CreateStateLabelList(TArray<FStateDefine> &statelist);
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static void MakeStateList(const FStateLabels *list, TArray<FStateDefine> &dest);
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static void RetargetStatePointers(intptr_t count, const char *target, TArray<FStateDefine> & statelist);
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FStateDefine *FindStateAddress(const char *name);
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FState *FindState(const char *name);
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FState *ResolveGotoLabel(AActor *actor, PClassActor *mytype, char *name);
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static void FixStatePointers(PClassActor *actor, TArray<FStateDefine> & list);
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void ResolveGotoLabels(PClassActor *actor, AActor *defaults, TArray<FStateDefine> & list);
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public:
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FStateDefinitions()
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{
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laststate = NULL;
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laststatebeforelabel = NULL;
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lastlabel = -1;
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}
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void SetStateLabel(const char *statename, FState *state, BYTE defflags = SDF_STATE);
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void AddStateLabel(const char *statename);
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int GetStateLabelIndex (FName statename);
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void InstallStates(PClassActor *info, AActor *defaults);
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int FinishStates(PClassActor *actor, AActor *defaults);
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void MakeStateDefines(const PClassActor *cls);
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void AddStateDefines(const FStateLabels *list);
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void RetargetStates (intptr_t count, const char *target);
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bool SetGotoLabel(const char *string);
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bool SetStop();
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bool SetWait();
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bool SetLoop();
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int AddStates(FState *state, const char *framechars);
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int GetStateCount() const { return StateArray.Size(); }
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};
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//==========================================================================
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//
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// Extra info maintained while defining an actor.
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//
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//==========================================================================
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class DDropItem;
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struct Baggage
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{
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#ifdef _DEBUG
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FString ClassName; // This is here so that during debugging the class name can be seen
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#endif
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PClassActor *Info;
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bool DropItemSet;
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bool StateSet;
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bool fromZScript;
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int CurrentState;
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int Lumpnum;
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FStateDefinitions statedef;
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DDropItem *DropItemList;
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FScriptPosition ScriptPosition;
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};
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inline void ResetBaggage (Baggage *bag, PClassActor *stateclass)
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{
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bag->DropItemList = NULL;
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bag->DropItemSet = false;
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bag->CurrentState = 0;
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bag->StateSet = false;
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bag->statedef.MakeStateDefines(stateclass);
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}
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//==========================================================================
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//
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// Action function lookup
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//
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//==========================================================================
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AFuncDesc *FindFunction(const char * string);
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void ParseStates(FScanner &sc, PClassActor *actor, AActor *defaults, Baggage &bag);
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void ParseFunctionParameters(FScanner &sc, PClassActor *cls, TArray<FxExpression *> &out_params,
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PFunction *afd, FString statestring, FStateDefinitions *statedef);
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FxExpression *ParseActions(FScanner &sc, FState state, FString statestring, Baggage &bag, bool &endswithret);
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class FxVMFunctionCall *ParseAction(FScanner &sc, FState state, FString statestring, Baggage &bag);
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FName CheckCastKludges(FName in);
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void SetImplicitArgs(TArray<PType *> *args, TArray<DWORD> *argflags, TArray<FName> *argnames, PClass *cls, DWORD funcflags);
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PFunction *CreateAnonymousFunction(PClass *containingclass, PType *returntype, int flags);
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PFunction *FindClassMemberFunction(PClass *cls, PClass *funccls, FName name, FScriptPosition &sc);
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//==========================================================================
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//
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// Property parser
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//
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//==========================================================================
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PClassActor *CreateNewActor(const FScriptPosition &sc, FName typeName, FName parentName, bool native);
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void HandleActorFlag(FScanner &sc, Baggage &bag, const char *part1, const char *part2, int mod);
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FxExpression *ParseParameter(FScanner &sc, PClassActor *cls, PType *type, bool constant);
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enum
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{
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DEPF_UNUSED,
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DEPF_FIREDAMAGE,
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DEPF_ICEDAMAGE,
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DEPF_LOWGRAVITY,
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DEPF_LONGMELEERANGE,
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DEPF_SHORTMISSILERANGE,
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DEPF_PICKUPFLASH,
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DEPF_QUARTERGRAVITY,
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DEPF_FIRERESIST,
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DEPF_HERETICBOUNCE,
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DEPF_HEXENBOUNCE,
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DEPF_DOOMBOUNCE,
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DEPF_INTERHUBSTRIP,
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};
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// Types of old style decorations
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enum EDefinitionType
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{
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DEF_Decoration,
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DEF_BreakableDecoration,
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DEF_Pickup,
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DEF_Projectile,
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};
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#if defined(_MSC_VER)
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#pragma section(".greg$u",read)
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#define MSVC_PSEG __declspec(allocate(".greg$u"))
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#define GCC_PSEG
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#else
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#define MSVC_PSEG
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#define GCC_PSEG __attribute__((section(SECTION_GREG))) __attribute__((used))
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#endif
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union FPropParam
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{
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int i;
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double d;
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const char *s;
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FxExpression *exp;
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};
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typedef void (*PropHandler)(AActor *defaults, PClassActor *info, Baggage &bag, FPropParam *params);
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enum ECategory
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{
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CAT_PROPERTY, // Inheritable property
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CAT_INFO // non-inheritable info (spawn ID, Doomednum, game filter, conversation ID, not usable in ZScript)
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};
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struct FPropertyInfo
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{
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const char *name;
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const char *params;
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const PClass * const *cls;
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PropHandler Handler;
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int category;
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};
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FPropertyInfo *FindProperty(const char * string);
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int MatchString (const char *in, const char **strings);
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#define DEFINE_PROPERTY_BASE(name, paramlist, clas, cat) \
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static void Handler_##name##_##paramlist##_##clas(A##clas *defaults, PClassActor *info, Baggage &bag, FPropParam *params); \
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static FPropertyInfo Prop_##name##_##paramlist##_##clas = \
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{ #name, #paramlist, &RUNTIME_CLASS_CASTLESS(A##clas), (PropHandler)Handler_##name##_##paramlist##_##clas, cat }; \
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MSVC_PSEG FPropertyInfo *infoptr_##name##_##paramlist##_##clas GCC_PSEG = &Prop_##name##_##paramlist##_##clas; \
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static void Handler_##name##_##paramlist##_##clas(A##clas *defaults, PClassActor *info, Baggage &bag, FPropParam *params)
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#define DEFINE_PREFIXED_PROPERTY_BASE(prefix, name, paramlist, clas, cat) \
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static void Handler_##name##_##paramlist##_##clas(A##clas *defaults, PClassActor *info, Baggage &bag, FPropParam *params); \
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static FPropertyInfo Prop_##name##_##paramlist##_##clas = \
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{ #prefix"."#name, #paramlist, &RUNTIME_CLASS_CASTLESS(A##clas), (PropHandler)Handler_##name##_##paramlist##_##clas, cat }; \
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MSVC_PSEG FPropertyInfo *infoptr_##name##_##paramlist##_##clas GCC_PSEG = &Prop_##name##_##paramlist##_##clas; \
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static void Handler_##name##_##paramlist##_##clas(A##clas *defaults, PClassActor *info, Baggage &bag, FPropParam *params)
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#define DEFINE_PROPERTY(name, paramlist, clas) DEFINE_PROPERTY_BASE(name, paramlist, clas, CAT_PROPERTY)
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#define DEFINE_INFO_PROPERTY(name, paramlist, clas) DEFINE_PROPERTY_BASE(name, paramlist, clas, CAT_INFO)
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#define DEFINE_CLASS_PROPERTY(name, paramlist, clas) DEFINE_PREFIXED_PROPERTY_BASE(clas, name, paramlist, clas, CAT_PROPERTY)
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#define DEFINE_CLASS_PROPERTY_PREFIX(prefix, name, paramlist, clas) DEFINE_PREFIXED_PROPERTY_BASE(prefix, name, paramlist, clas, CAT_PROPERTY)
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#define PROP_PARM_COUNT (params[0].i)
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#define PROP_STRING_PARM(var, no) \
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const char *var = params[(no)+1].s;
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#define PROP_EXP_PARM(var, no) \
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FxExpression *var = params[(no)+1].exp;
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#define PROP_INT_PARM(var, no) \
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int var = params[(no)+1].i;
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#define PROP_FLOAT_PARM(var, no) \
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float var = float(params[(no)+1].d);
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#define PROP_DOUBLE_PARM(var, no) \
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double var = params[(no)+1].d;
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#define PROP_COLOR_PARM(var, no) \
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int var = params[(no)+1].i== 0? params[(no)+2].i : V_GetColor(NULL, params[(no)+2].s);
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#endif
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