- Added Martin Howe's morph system enhancement.
SVN r889 (trunk)
This commit is contained in:
parent
0b26377624
commit
a424a2f2a9
16 changed files with 497 additions and 195 deletions
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@ -69,6 +69,7 @@
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#include "thingdef.h"
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#include "a_sharedglobal.h"
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#include "r_translate.h"
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#include "a_morph.h"
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//==========================================================================
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//
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@ -744,6 +745,39 @@ static bool CheckFloatParm(FScanner &sc)
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}
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}
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// [MH]
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static int ParseMorphStyle (FScanner &sc)
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{
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static const char * morphstyles[]={
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"MRF_ADDSTAMINA", "MRF_FULLHEALTH", NULL};
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static const int morphstyle_values[]={
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MORPH_ADDSTAMINA, MORPH_FULLHEALTH};
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// May be given flags by number...
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if (sc.CheckNumber())
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{
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sc.MustGetNumber();
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return sc.Number;
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}
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// ... else should be flags by name.
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bool gotparen = sc.CheckString("(");
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int style = 0;
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do
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{
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sc.MustGetString();
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style |= morphstyle_values[sc.MustMatchString(morphstyles)];
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}
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while (sc.CheckString("|"));
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if (gotparen)
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{
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sc.MustGetStringName(")");
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}
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return style;
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}
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//==========================================================================
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//
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// Property parsers
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@ -2448,6 +2482,15 @@ static void PlayerHexenArmor (FScanner &sc, APlayerPawn *defaults, Baggage &bag)
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}
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}
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//==========================================================================
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//
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//==========================================================================
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static void EggFXPlayerClass (FScanner &sc, AMorphProjectile *defaults, Baggage &bag)
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{
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sc.MustGetString ();
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defaults->PlayerClass = FName(sc.String);
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}
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//==========================================================================
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//
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//==========================================================================
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@ -2460,12 +2503,73 @@ static void EggFXMonsterClass (FScanner &sc, AMorphProjectile *defaults, Baggage
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//==========================================================================
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//
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//==========================================================================
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static void EggFXPlayerClass (FScanner &sc, AMorphProjectile *defaults, Baggage &bag)
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static void EggFXDuration (FScanner &sc, AMorphProjectile *defaults, Baggage &bag)
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{
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sc.MustGetNumber ();
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defaults->Duration = sc.Number;
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}
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//==========================================================================
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//
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//==========================================================================
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static void EggFXMorphStyle (FScanner &sc, AMorphProjectile *defaults, Baggage &bag)
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{
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defaults->MorphStyle = ParseMorphStyle(sc);
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}
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//==========================================================================
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//
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//==========================================================================
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static void EggFXMorphFlash (FScanner &sc, AMorphProjectile *defaults, Baggage &bag)
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{
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sc.MustGetString ();
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defaults->MorphFlash = FName(sc.String);
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}
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//==========================================================================
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//
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//==========================================================================
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static void EggFXUnMorphFlash (FScanner &sc, AMorphProjectile *defaults, Baggage &bag)
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{
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sc.MustGetString ();
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defaults->UnMorphFlash = FName(sc.String);
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}
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//==========================================================================
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//
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//==========================================================================
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static void PowerMorphPlayerClass (FScanner &sc, APowerMorph *defaults, Baggage &bag)
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{
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sc.MustGetString ();
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defaults->PlayerClass = FName(sc.String);
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}
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//==========================================================================
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//
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//==========================================================================
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static void PowerMorphMorphStyle (FScanner &sc, APowerMorph *defaults, Baggage &bag)
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{
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defaults->MorphStyle = ParseMorphStyle(sc);
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}
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//==========================================================================
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//
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//==========================================================================
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static void PowerMorphMorphFlash (FScanner &sc, APowerMorph *defaults, Baggage &bag)
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{
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sc.MustGetString ();
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defaults->UnMorphFlash = FName(sc.String);
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}
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//==========================================================================
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//
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//==========================================================================
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static void PowerMorphUnMorphFlash (FScanner &sc, APowerMorph *defaults, Baggage &bag)
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{
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sc.MustGetString ();
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defaults->UnMorphFlash = FName(sc.String);
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}
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//==========================================================================
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//
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//==========================================================================
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@ -2501,150 +2605,158 @@ static const ActorProps *APropSearch (const char *str, const ActorProps *props,
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#define apf ActorPropFunction
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static const ActorProps props[] =
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{
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{ "activesound", ActorActiveSound, RUNTIME_CLASS(AActor) },
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{ "alpha", ActorAlpha, RUNTIME_CLASS(AActor) },
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{ "ammo.backpackamount", (apf)AmmoBackpackAmount, RUNTIME_CLASS(AAmmo) },
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{ "ammo.backpackmaxamount", (apf)AmmoBackpackMaxAmount, RUNTIME_CLASS(AAmmo) },
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{ "ammo.dropamount", (apf)AmmoDropAmount, RUNTIME_CLASS(AAmmo) },
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{ "args", ActorArgs, RUNTIME_CLASS(AActor) },
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{ "armor.maxbonus", (apf)ArmorMaxBonus, RUNTIME_CLASS(ABasicArmorBonus) },
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{ "armor.maxbonusmax", (apf)ArmorMaxBonusMax, RUNTIME_CLASS(ABasicArmorBonus) },
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{ "armor.maxsaveamount", (apf)ArmorMaxSaveAmount, RUNTIME_CLASS(ABasicArmorBonus) },
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{ "armor.saveamount", (apf)ArmorSaveAmount, RUNTIME_CLASS(AActor) },
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{ "armor.savepercent", (apf)ArmorSavePercent, RUNTIME_CLASS(AActor) },
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{ "attacksound", ActorAttackSound, RUNTIME_CLASS(AActor) },
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{ "bloodcolor", ActorBloodColor, RUNTIME_CLASS(AActor) },
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{ "bloodtype", ActorBloodType, RUNTIME_CLASS(AActor) },
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{ "bouncecount", ActorBounceCount, RUNTIME_CLASS(AActor) },
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{ "bouncefactor", ActorBounceFactor, RUNTIME_CLASS(AActor) },
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{ "burn", ActorBurnState, RUNTIME_CLASS(AActor) },
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{ "burnheight", ActorBurnHeight, RUNTIME_CLASS(AActor) },
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{ "cameraheight", ActorCameraheight, RUNTIME_CLASS(AActor) },
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{ "clearflags", ActorClearFlags, RUNTIME_CLASS(AActor) },
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{ "conversationid", ActorConversationID, RUNTIME_CLASS(AActor) },
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{ "crash", ActorCrashState, RUNTIME_CLASS(AActor) },
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{ "crush", ActorCrushState, RUNTIME_CLASS(AActor) },
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{ "damage", ActorDamage, RUNTIME_CLASS(AActor) },
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{ "damagefactor", ActorDamageFactor, RUNTIME_CLASS(AActor) },
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{ "damagetype", ActorDamageType, RUNTIME_CLASS(AActor) },
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{ "death", ActorDeathState, RUNTIME_CLASS(AActor) },
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{ "deathheight", ActorDeathHeight, RUNTIME_CLASS(AActor) },
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{ "deathsound", ActorDeathSound, RUNTIME_CLASS(AActor) },
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{ "decal", ActorDecal, RUNTIME_CLASS(AActor) },
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{ "disintegrate", ActorDisintegrateState, RUNTIME_CLASS(AActor) },
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{ "donthurtshooter", ActorDontHurtShooter, RUNTIME_CLASS(AActor) },
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{ "dropitem", ActorDropItem, RUNTIME_CLASS(AActor) },
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{ "explosiondamage", ActorExplosionDamage, RUNTIME_CLASS(AActor) },
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{ "explosionradius", ActorExplosionRadius, RUNTIME_CLASS(AActor) },
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{ "fastspeed", ActorFastSpeed, RUNTIME_CLASS(AActor) },
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{ "floatspeed", ActorFloatSpeed, RUNTIME_CLASS(AActor) },
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{ "game", ActorGame, RUNTIME_CLASS(AActor) },
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{ "gibhealth", ActorGibHealth, RUNTIME_CLASS(AActor) },
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{ "gravity", ActorGravity, RUNTIME_CLASS(AActor) },
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{ "heal", ActorHealState, RUNTIME_CLASS(AActor) },
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{ "health", ActorHealth, RUNTIME_CLASS(AActor) },
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{ "health.lowmessage", (apf)HealthLowMessage, RUNTIME_CLASS(AHealth) },
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{ "height", ActorHeight, RUNTIME_CLASS(AActor) },
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{ "hitobituary", ActorHitObituary, RUNTIME_CLASS(AActor) },
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{ "howlsound", ActorHowlSound, RUNTIME_CLASS(AActor) },
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{ "ice", ActorIceState, RUNTIME_CLASS(AActor) },
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{ "inventory.amount", (apf)InventoryAmount, RUNTIME_CLASS(AInventory) },
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{ "inventory.defmaxamount", (apf)InventoryDefMaxAmount, RUNTIME_CLASS(AInventory) },
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{ "inventory.givequest", (apf)InventoryGiveQuest, RUNTIME_CLASS(AInventory) },
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{ "inventory.icon", (apf)InventoryIcon, RUNTIME_CLASS(AInventory) },
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{ "inventory.maxamount", (apf)InventoryMaxAmount, RUNTIME_CLASS(AInventory) },
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{ "inventory.pickupflash", (apf)InventoryPickupflash, RUNTIME_CLASS(AInventory) },
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{ "inventory.pickupmessage", (apf)InventoryPickupmsg, RUNTIME_CLASS(AInventory) },
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{ "inventory.pickupsound", (apf)InventoryPickupsound, RUNTIME_CLASS(AInventory) },
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{ "inventory.respawntics", (apf)InventoryRespawntics, RUNTIME_CLASS(AInventory) },
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{ "inventory.usesound", (apf)InventoryUsesound, RUNTIME_CLASS(AInventory) },
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{ "mass", ActorMass, RUNTIME_CLASS(AActor) },
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{ "maxdropoffheight", ActorMaxDropoffHeight, RUNTIME_CLASS(AActor) },
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{ "maxstepheight", ActorMaxStepHeight, RUNTIME_CLASS(AActor) },
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{ "maxtargetrange", ActorMaxTargetRange, RUNTIME_CLASS(AActor) },
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{ "melee", ActorMeleeState, RUNTIME_CLASS(AActor) },
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{ "meleedamage", ActorMeleeDamage, RUNTIME_CLASS(AActor) },
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{ "meleerange", ActorMeleeRange, RUNTIME_CLASS(AActor) },
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{ "meleesound", ActorMeleeSound, RUNTIME_CLASS(AActor) },
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{ "meleethreshold", ActorMeleeThreshold, RUNTIME_CLASS(AActor) },
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{ "minmissilechance", ActorMinMissileChance, RUNTIME_CLASS(AActor) },
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{ "missile", ActorMissileState, RUNTIME_CLASS(AActor) },
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{ "missileheight", ActorMissileHeight, RUNTIME_CLASS(AActor) },
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{ "missiletype", ActorMissileType, RUNTIME_CLASS(AActor) },
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{ "monster", ActorMonster, RUNTIME_CLASS(AActor) },
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{ "morphprojectile.monsterclass",(apf)EggFXMonsterClass, RUNTIME_CLASS(AMorphProjectile) },
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{ "morphprojectile.playerclass",(apf)EggFXPlayerClass, RUNTIME_CLASS(AMorphProjectile) },
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{ "obituary", ActorObituary, RUNTIME_CLASS(AActor) },
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{ "pain", ActorPainState, RUNTIME_CLASS(AActor) },
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{ "painchance", ActorPainChance, RUNTIME_CLASS(AActor) },
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{ "painsound", ActorPainSound, RUNTIME_CLASS(AActor) },
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{ "player.attackzoffset", (apf)PlayerAttackZOffset, RUNTIME_CLASS(APlayerPawn) },
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{ "player.colorrange", (apf)PlayerColorRange, RUNTIME_CLASS(APlayerPawn) },
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{ "player.crouchsprite", (apf)PlayerCrouchSprite, RUNTIME_CLASS(APlayerPawn) },
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{ "player.damagescreencolor", (apf)PlayerDmgScreenColor, RUNTIME_CLASS(APlayerPawn) },
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{ "player.displayname", (apf)PlayerDisplayName, RUNTIME_CLASS(APlayerPawn) },
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{ "player.face", (apf)PlayerFace, RUNTIME_CLASS(APlayerPawn) },
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{ "player.forwardmove", (apf)PlayerForwardMove, RUNTIME_CLASS(APlayerPawn) },
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{ "player.healradiustype", (apf)PlayerHealRadius, RUNTIME_CLASS(APlayerPawn) },
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{ "player.hexenarmor", (apf)PlayerHexenArmor, RUNTIME_CLASS(APlayerPawn) },
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{ "player.invulnerabilitymode", (apf)PlayerInvulMode, RUNTIME_CLASS(APlayerPawn) },
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{ "player.jumpz", (apf)PlayerJumpZ, RUNTIME_CLASS(APlayerPawn) },
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{ "player.maxhealth", (apf)PlayerMaxHealth, RUNTIME_CLASS(APlayerPawn) },
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{ "player.morphweapon", (apf)PlayerMorphWeapon, RUNTIME_CLASS(APlayerPawn) },
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{ "player.runhealth", (apf)PlayerRunHealth, RUNTIME_CLASS(APlayerPawn) },
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{ "player.scoreicon", (apf)PlayerScoreIcon, RUNTIME_CLASS(APlayerPawn) },
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{ "player.sidemove", (apf)PlayerSideMove, RUNTIME_CLASS(APlayerPawn) },
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{ "player.soundclass", (apf)PlayerSoundClass, RUNTIME_CLASS(APlayerPawn) },
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{ "player.spawnclass", (apf)PlayerSpawnClass, RUNTIME_CLASS(APlayerPawn) },
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{ "player.startitem", (apf)PlayerStartItem, RUNTIME_CLASS(APlayerPawn) },
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{ "player.viewheight", (apf)PlayerViewHeight, RUNTIME_CLASS(APlayerPawn) },
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{ "poisondamage", ActorPoisonDamage, RUNTIME_CLASS(AActor) },
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{ "powerup.color", (apf)PowerupColor, RUNTIME_CLASS(APowerupGiver) },
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{ "powerup.duration", (apf)PowerupDuration, RUNTIME_CLASS(APowerupGiver) },
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{ "powerup.mode", (apf)PowerupMode, RUNTIME_CLASS(APowerupGiver) },
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{ "powerup.type", (apf)PowerupType, RUNTIME_CLASS(APowerupGiver) },
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{ "projectile", ActorProjectile, RUNTIME_CLASS(AActor) },
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{ "puzzleitem.failmessage", (apf)PuzzleitemFailMsg, RUNTIME_CLASS(APuzzleItem) },
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{ "puzzleitem.number", (apf)PuzzleitemNumber, RUNTIME_CLASS(APuzzleItem) },
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{ "radius", ActorRadius, RUNTIME_CLASS(AActor) },
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{ "radiusdamagefactor", ActorRadiusDamageFactor, RUNTIME_CLASS(AActor) },
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{ "raise", ActorRaiseState, RUNTIME_CLASS(AActor) },
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{ "reactiontime", ActorReactionTime, RUNTIME_CLASS(AActor) },
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{ "renderstyle", ActorRenderStyle, RUNTIME_CLASS(AActor) },
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{ "scale", ActorScale, RUNTIME_CLASS(AActor) },
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{ "see", ActorSeeState, RUNTIME_CLASS(AActor) },
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{ "seesound", ActorSeeSound, RUNTIME_CLASS(AActor) },
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{ "skip_super", ActorSkipSuper, RUNTIME_CLASS(AActor) },
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{ "spawn", ActorSpawnState, RUNTIME_CLASS(AActor) },
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{ "spawnid", ActorSpawnID, RUNTIME_CLASS(AActor) },
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{ "speed", ActorSpeed, RUNTIME_CLASS(AActor) },
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{ "states", ActorStates, RUNTIME_CLASS(AActor) },
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{ "stencilcolor", ActorStencilColor, RUNTIME_CLASS(AActor) },
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{ "tag", ActorTag, RUNTIME_CLASS(AActor) },
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{ "translation", ActorTranslation, RUNTIME_CLASS(AActor) },
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{ "vspeed", ActorVSpeed, RUNTIME_CLASS(AActor) },
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{ "weapon.ammogive", (apf)WeaponAmmoGive1, RUNTIME_CLASS(AWeapon) },
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{ "weapon.ammogive1", (apf)WeaponAmmoGive1, RUNTIME_CLASS(AWeapon) },
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{ "weapon.ammogive2", (apf)WeaponAmmoGive2, RUNTIME_CLASS(AWeapon) },
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{ "weapon.ammotype", (apf)WeaponAmmoType1, RUNTIME_CLASS(AWeapon) },
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{ "weapon.ammotype1", (apf)WeaponAmmoType1, RUNTIME_CLASS(AWeapon) },
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{ "weapon.ammotype2", (apf)WeaponAmmoType2, RUNTIME_CLASS(AWeapon) },
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{ "weapon.ammouse", (apf)WeaponAmmoUse1, RUNTIME_CLASS(AWeapon) },
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{ "weapon.ammouse1", (apf)WeaponAmmoUse1, RUNTIME_CLASS(AWeapon) },
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{ "weapon.ammouse2", (apf)WeaponAmmoUse2, RUNTIME_CLASS(AWeapon) },
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{ "weapon.kickback", (apf)WeaponKickback, RUNTIME_CLASS(AWeapon) },
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{ "weapon.readysound", (apf)WeaponReadySound, RUNTIME_CLASS(AWeapon) },
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{ "weapon.selectionorder", (apf)WeaponSelectionOrder, RUNTIME_CLASS(AWeapon) },
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{ "weapon.sisterweapon", (apf)WeaponSisterWeapon, RUNTIME_CLASS(AWeapon) },
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{ "weapon.upsound", (apf)WeaponUpSound, RUNTIME_CLASS(AWeapon) },
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{ "weapon.yadjust", (apf)WeaponYAdjust, RUNTIME_CLASS(AWeapon) },
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{ "weaponpiece.number", (apf)WPieceValue, RUNTIME_CLASS(AWeaponPiece) },
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{ "weaponpiece.weapon", (apf)WPieceWeapon, RUNTIME_CLASS(AWeaponPiece) },
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{ "wound", ActorWoundState, RUNTIME_CLASS(AActor) },
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{ "woundhealth", ActorWoundHealth, RUNTIME_CLASS(AActor) },
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{ "xdeath", ActorXDeathState, RUNTIME_CLASS(AActor) },
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{ "xscale", ActorXScale, RUNTIME_CLASS(AActor) },
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{ "yscale", ActorYScale, RUNTIME_CLASS(AActor) },
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{ "activesound", ActorActiveSound, RUNTIME_CLASS(AActor) },
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{ "alpha", ActorAlpha, RUNTIME_CLASS(AActor) },
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{ "ammo.backpackamount", (apf)AmmoBackpackAmount, RUNTIME_CLASS(AAmmo) },
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{ "ammo.backpackmaxamount", (apf)AmmoBackpackMaxAmount, RUNTIME_CLASS(AAmmo) },
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{ "ammo.dropamount", (apf)AmmoDropAmount, RUNTIME_CLASS(AAmmo) },
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{ "args", ActorArgs, RUNTIME_CLASS(AActor) },
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{ "armor.maxbonus", (apf)ArmorMaxBonus, RUNTIME_CLASS(ABasicArmorBonus) },
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{ "armor.maxbonusmax", (apf)ArmorMaxBonusMax, RUNTIME_CLASS(ABasicArmorBonus) },
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{ "armor.maxsaveamount", (apf)ArmorMaxSaveAmount, RUNTIME_CLASS(ABasicArmorBonus) },
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{ "armor.saveamount", (apf)ArmorSaveAmount, RUNTIME_CLASS(AActor) },
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{ "armor.savepercent", (apf)ArmorSavePercent, RUNTIME_CLASS(AActor) },
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{ "attacksound", ActorAttackSound, RUNTIME_CLASS(AActor) },
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{ "bloodcolor", ActorBloodColor, RUNTIME_CLASS(AActor) },
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{ "bloodtype", ActorBloodType, RUNTIME_CLASS(AActor) },
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{ "bouncecount", ActorBounceCount, RUNTIME_CLASS(AActor) },
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{ "bouncefactor", ActorBounceFactor, RUNTIME_CLASS(AActor) },
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{ "burn", ActorBurnState, RUNTIME_CLASS(AActor) },
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{ "burnheight", ActorBurnHeight, RUNTIME_CLASS(AActor) },
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{ "cameraheight", ActorCameraheight, RUNTIME_CLASS(AActor) },
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{ "clearflags", ActorClearFlags, RUNTIME_CLASS(AActor) },
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{ "conversationid", ActorConversationID, RUNTIME_CLASS(AActor) },
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{ "crash", ActorCrashState, RUNTIME_CLASS(AActor) },
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{ "crush", ActorCrushState, RUNTIME_CLASS(AActor) },
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{ "damage", ActorDamage, RUNTIME_CLASS(AActor) },
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{ "damagefactor", ActorDamageFactor, RUNTIME_CLASS(AActor) },
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{ "damagetype", ActorDamageType, RUNTIME_CLASS(AActor) },
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{ "death", ActorDeathState, RUNTIME_CLASS(AActor) },
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{ "deathheight", ActorDeathHeight, RUNTIME_CLASS(AActor) },
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{ "deathsound", ActorDeathSound, RUNTIME_CLASS(AActor) },
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{ "decal", ActorDecal, RUNTIME_CLASS(AActor) },
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{ "disintegrate", ActorDisintegrateState, RUNTIME_CLASS(AActor) },
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{ "donthurtshooter", ActorDontHurtShooter, RUNTIME_CLASS(AActor) },
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{ "dropitem", ActorDropItem, RUNTIME_CLASS(AActor) },
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{ "explosiondamage", ActorExplosionDamage, RUNTIME_CLASS(AActor) },
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{ "explosionradius", ActorExplosionRadius, RUNTIME_CLASS(AActor) },
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{ "fastspeed", ActorFastSpeed, RUNTIME_CLASS(AActor) },
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{ "floatspeed", ActorFloatSpeed, RUNTIME_CLASS(AActor) },
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{ "game", ActorGame, RUNTIME_CLASS(AActor) },
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{ "gibhealth", ActorGibHealth, RUNTIME_CLASS(AActor) },
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{ "gravity", ActorGravity, RUNTIME_CLASS(AActor) },
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{ "heal", ActorHealState, RUNTIME_CLASS(AActor) },
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{ "health", ActorHealth, RUNTIME_CLASS(AActor) },
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{ "health.lowmessage", (apf)HealthLowMessage, RUNTIME_CLASS(AHealth) },
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{ "height", ActorHeight, RUNTIME_CLASS(AActor) },
|
||||
{ "hitobituary", ActorHitObituary, RUNTIME_CLASS(AActor) },
|
||||
{ "howlsound", ActorHowlSound, RUNTIME_CLASS(AActor) },
|
||||
{ "ice", ActorIceState, RUNTIME_CLASS(AActor) },
|
||||
{ "inventory.amount", (apf)InventoryAmount, RUNTIME_CLASS(AInventory) },
|
||||
{ "inventory.defmaxamount", (apf)InventoryDefMaxAmount, RUNTIME_CLASS(AInventory) },
|
||||
{ "inventory.givequest", (apf)InventoryGiveQuest, RUNTIME_CLASS(AInventory) },
|
||||
{ "inventory.icon", (apf)InventoryIcon, RUNTIME_CLASS(AInventory) },
|
||||
{ "inventory.maxamount", (apf)InventoryMaxAmount, RUNTIME_CLASS(AInventory) },
|
||||
{ "inventory.pickupflash", (apf)InventoryPickupflash, RUNTIME_CLASS(AInventory) },
|
||||
{ "inventory.pickupmessage", (apf)InventoryPickupmsg, RUNTIME_CLASS(AInventory) },
|
||||
{ "inventory.pickupsound", (apf)InventoryPickupsound, RUNTIME_CLASS(AInventory) },
|
||||
{ "inventory.respawntics", (apf)InventoryRespawntics, RUNTIME_CLASS(AInventory) },
|
||||
{ "inventory.usesound", (apf)InventoryUsesound, RUNTIME_CLASS(AInventory) },
|
||||
{ "mass", ActorMass, RUNTIME_CLASS(AActor) },
|
||||
{ "maxdropoffheight", ActorMaxDropoffHeight, RUNTIME_CLASS(AActor) },
|
||||
{ "maxstepheight", ActorMaxStepHeight, RUNTIME_CLASS(AActor) },
|
||||
{ "maxtargetrange", ActorMaxTargetRange, RUNTIME_CLASS(AActor) },
|
||||
{ "melee", ActorMeleeState, RUNTIME_CLASS(AActor) },
|
||||
{ "meleedamage", ActorMeleeDamage, RUNTIME_CLASS(AActor) },
|
||||
{ "meleerange", ActorMeleeRange, RUNTIME_CLASS(AActor) },
|
||||
{ "meleesound", ActorMeleeSound, RUNTIME_CLASS(AActor) },
|
||||
{ "meleethreshold", ActorMeleeThreshold, RUNTIME_CLASS(AActor) },
|
||||
{ "minmissilechance", ActorMinMissileChance, RUNTIME_CLASS(AActor) },
|
||||
{ "missile", ActorMissileState, RUNTIME_CLASS(AActor) },
|
||||
{ "missileheight", ActorMissileHeight, RUNTIME_CLASS(AActor) },
|
||||
{ "missiletype", ActorMissileType, RUNTIME_CLASS(AActor) },
|
||||
{ "monster", ActorMonster, RUNTIME_CLASS(AActor) },
|
||||
{ "morphprojectile.duration", (apf)EggFXDuration, RUNTIME_CLASS(AMorphProjectile) },
|
||||
{ "morphprojectile.monsterclass", (apf)EggFXMonsterClass, RUNTIME_CLASS(AMorphProjectile) },
|
||||
{ "morphprojectile.morphflash", (apf)EggFXMorphFlash, RUNTIME_CLASS(AMorphProjectile) },
|
||||
// { "morphprojectile.morphstyle", (apf)EggFXMorphStyle, RUNTIME_CLASS(AMorphProjectile) },
|
||||
{ "morphprojectile.playerclass", (apf)EggFXPlayerClass, RUNTIME_CLASS(AMorphProjectile) },
|
||||
{ "morphprojectile.unmorphflash", (apf)EggFXUnMorphFlash, RUNTIME_CLASS(AMorphProjectile) },
|
||||
{ "obituary", ActorObituary, RUNTIME_CLASS(AActor) },
|
||||
{ "pain", ActorPainState, RUNTIME_CLASS(AActor) },
|
||||
{ "painchance", ActorPainChance, RUNTIME_CLASS(AActor) },
|
||||
{ "painsound", ActorPainSound, RUNTIME_CLASS(AActor) },
|
||||
{ "player.attackzoffset", (apf)PlayerAttackZOffset, RUNTIME_CLASS(APlayerPawn) },
|
||||
{ "player.colorrange", (apf)PlayerColorRange, RUNTIME_CLASS(APlayerPawn) },
|
||||
{ "player.crouchsprite", (apf)PlayerCrouchSprite, RUNTIME_CLASS(APlayerPawn) },
|
||||
{ "player.damagescreencolor", (apf)PlayerDmgScreenColor, RUNTIME_CLASS(APlayerPawn) },
|
||||
{ "player.displayname", (apf)PlayerDisplayName, RUNTIME_CLASS(APlayerPawn) },
|
||||
{ "player.face", (apf)PlayerFace, RUNTIME_CLASS(APlayerPawn) },
|
||||
{ "player.forwardmove", (apf)PlayerForwardMove, RUNTIME_CLASS(APlayerPawn) },
|
||||
{ "player.healradiustype", (apf)PlayerHealRadius, RUNTIME_CLASS(APlayerPawn) },
|
||||
{ "player.hexenarmor", (apf)PlayerHexenArmor, RUNTIME_CLASS(APlayerPawn) },
|
||||
{ "player.invulnerabilitymode", (apf)PlayerInvulMode, RUNTIME_CLASS(APlayerPawn) },
|
||||
{ "player.jumpz", (apf)PlayerJumpZ, RUNTIME_CLASS(APlayerPawn) },
|
||||
{ "player.maxhealth", (apf)PlayerMaxHealth, RUNTIME_CLASS(APlayerPawn) },
|
||||
{ "player.morphweapon", (apf)PlayerMorphWeapon, RUNTIME_CLASS(APlayerPawn) },
|
||||
{ "player.runhealth", (apf)PlayerRunHealth, RUNTIME_CLASS(APlayerPawn) },
|
||||
{ "player.scoreicon", (apf)PlayerScoreIcon, RUNTIME_CLASS(APlayerPawn) },
|
||||
{ "player.sidemove", (apf)PlayerSideMove, RUNTIME_CLASS(APlayerPawn) },
|
||||
{ "player.soundclass", (apf)PlayerSoundClass, RUNTIME_CLASS(APlayerPawn) },
|
||||
{ "player.spawnclass", (apf)PlayerSpawnClass, RUNTIME_CLASS(APlayerPawn) },
|
||||
{ "player.startitem", (apf)PlayerStartItem, RUNTIME_CLASS(APlayerPawn) },
|
||||
{ "player.viewheight", (apf)PlayerViewHeight, RUNTIME_CLASS(APlayerPawn) },
|
||||
{ "poisondamage", ActorPoisonDamage, RUNTIME_CLASS(AActor) },
|
||||
{ "powermorph.morphflash", (apf)PowerMorphMorphFlash, RUNTIME_CLASS(APowerMorph) },
|
||||
//{ "powermorph.morphstyle", (apf)PowerMorphMorphStyle, RUNTIME_CLASS(APowerMorph) },
|
||||
{ "powermorph.playerclass", (apf)PowerMorphPlayerClass, RUNTIME_CLASS(APowerMorph) },
|
||||
{ "powermorph.unmorphflash", (apf)PowerMorphUnMorphFlash, RUNTIME_CLASS(APowerMorph) },
|
||||
{ "powerup.color", (apf)PowerupColor, RUNTIME_CLASS(APowerupGiver) },
|
||||
{ "powerup.duration", (apf)PowerupDuration, RUNTIME_CLASS(APowerupGiver) },
|
||||
{ "powerup.mode", (apf)PowerupMode, RUNTIME_CLASS(APowerupGiver) },
|
||||
{ "powerup.type", (apf)PowerupType, RUNTIME_CLASS(APowerupGiver) },
|
||||
{ "projectile", ActorProjectile, RUNTIME_CLASS(AActor) },
|
||||
{ "puzzleitem.failmessage", (apf)PuzzleitemFailMsg, RUNTIME_CLASS(APuzzleItem) },
|
||||
{ "puzzleitem.number", (apf)PuzzleitemNumber, RUNTIME_CLASS(APuzzleItem) },
|
||||
{ "radius", ActorRadius, RUNTIME_CLASS(AActor) },
|
||||
{ "radiusdamagefactor", ActorRadiusDamageFactor, RUNTIME_CLASS(AActor) },
|
||||
{ "raise", ActorRaiseState, RUNTIME_CLASS(AActor) },
|
||||
{ "reactiontime", ActorReactionTime, RUNTIME_CLASS(AActor) },
|
||||
{ "renderstyle", ActorRenderStyle, RUNTIME_CLASS(AActor) },
|
||||
{ "scale", ActorScale, RUNTIME_CLASS(AActor) },
|
||||
{ "see", ActorSeeState, RUNTIME_CLASS(AActor) },
|
||||
{ "seesound", ActorSeeSound, RUNTIME_CLASS(AActor) },
|
||||
{ "skip_super", ActorSkipSuper, RUNTIME_CLASS(AActor) },
|
||||
{ "spawn", ActorSpawnState, RUNTIME_CLASS(AActor) },
|
||||
{ "spawnid", ActorSpawnID, RUNTIME_CLASS(AActor) },
|
||||
{ "speed", ActorSpeed, RUNTIME_CLASS(AActor) },
|
||||
{ "states", ActorStates, RUNTIME_CLASS(AActor) },
|
||||
{ "stencilcolor", ActorStencilColor, RUNTIME_CLASS(AActor) },
|
||||
{ "tag", ActorTag, RUNTIME_CLASS(AActor) },
|
||||
{ "translation", ActorTranslation, RUNTIME_CLASS(AActor) },
|
||||
{ "vspeed", ActorVSpeed, RUNTIME_CLASS(AActor) },
|
||||
{ "weapon.ammogive", (apf)WeaponAmmoGive1, RUNTIME_CLASS(AWeapon) },
|
||||
{ "weapon.ammogive1", (apf)WeaponAmmoGive1, RUNTIME_CLASS(AWeapon) },
|
||||
{ "weapon.ammogive2", (apf)WeaponAmmoGive2, RUNTIME_CLASS(AWeapon) },
|
||||
{ "weapon.ammotype", (apf)WeaponAmmoType1, RUNTIME_CLASS(AWeapon) },
|
||||
{ "weapon.ammotype1", (apf)WeaponAmmoType1, RUNTIME_CLASS(AWeapon) },
|
||||
{ "weapon.ammotype2", (apf)WeaponAmmoType2, RUNTIME_CLASS(AWeapon) },
|
||||
{ "weapon.ammouse", (apf)WeaponAmmoUse1, RUNTIME_CLASS(AWeapon) },
|
||||
{ "weapon.ammouse1", (apf)WeaponAmmoUse1, RUNTIME_CLASS(AWeapon) },
|
||||
{ "weapon.ammouse2", (apf)WeaponAmmoUse2, RUNTIME_CLASS(AWeapon) },
|
||||
{ "weapon.kickback", (apf)WeaponKickback, RUNTIME_CLASS(AWeapon) },
|
||||
{ "weapon.readysound", (apf)WeaponReadySound, RUNTIME_CLASS(AWeapon) },
|
||||
{ "weapon.selectionorder", (apf)WeaponSelectionOrder, RUNTIME_CLASS(AWeapon) },
|
||||
{ "weapon.sisterweapon", (apf)WeaponSisterWeapon, RUNTIME_CLASS(AWeapon) },
|
||||
{ "weapon.upsound", (apf)WeaponUpSound, RUNTIME_CLASS(AWeapon) },
|
||||
{ "weapon.yadjust", (apf)WeaponYAdjust, RUNTIME_CLASS(AWeapon) },
|
||||
{ "weaponpiece.number", (apf)WPieceValue, RUNTIME_CLASS(AWeaponPiece) },
|
||||
{ "weaponpiece.weapon", (apf)WPieceWeapon, RUNTIME_CLASS(AWeaponPiece) },
|
||||
{ "wound", ActorWoundState, RUNTIME_CLASS(AActor) },
|
||||
{ "woundhealth", ActorWoundHealth, RUNTIME_CLASS(AActor) },
|
||||
{ "xdeath", ActorXDeathState, RUNTIME_CLASS(AActor) },
|
||||
{ "xscale", ActorXScale, RUNTIME_CLASS(AActor) },
|
||||
{ "yscale", ActorYScale, RUNTIME_CLASS(AActor) },
|
||||
// AWeapon:MinAmmo1 and 2 are never used so there is no point in adding them here!
|
||||
};
|
||||
static const ActorProps *is_actorprop (const char *str)
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue