- scriptified Actor.GetBloodType as a virtual function to allow mods more flexibility here.
- made CameraHeight a modifiable actor property - it was readonly before. - allow accessing the type constants from ZScript, this required quite a bit of explicit coding because the type system has no capabilities to search for basic types by name.
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8 changed files with 129 additions and 92 deletions
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@ -1121,37 +1121,6 @@ DEFINE_PROPERTY(bloodcolor, C, Actor)
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}
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//==========================================================================
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//
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//==========================================================================
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DEFINE_PROPERTY(bloodtype, Sss, Actor)
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{
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PROP_STRING_PARM(str, 0)
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PROP_STRING_PARM(str1, 1)
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PROP_STRING_PARM(str2, 2)
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assert(info->IsKindOf(RUNTIME_CLASS(PClassActor)));
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PClassActor *ainfo = static_cast<PClassActor *>(info);
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FName blood = str;
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// normal blood
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ainfo->BloodType = blood;
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if (PROP_PARM_COUNT > 1)
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{
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blood = str1;
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}
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// blood splatter
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ainfo->BloodType2 = blood;
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if (PROP_PARM_COUNT > 2)
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{
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blood = str2;
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}
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// axe blood
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ainfo->BloodType3 = blood;
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}
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//==========================================================================
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//
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//==========================================================================
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@ -1387,8 +1356,7 @@ DEFINE_PROPERTY(stealthalpha, F, Actor)
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DEFINE_PROPERTY(cameraheight, F, Actor)
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{
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PROP_DOUBLE_PARM(i, 0);
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assert(info->IsKindOf(RUNTIME_CLASS(PClassActor)));
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static_cast<PClassActor *>(info)->CameraHeight = i;
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defaults->CameraHeight = i;
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}
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//==========================================================================
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