vkdoom_m/src/infomacros.h
Christoph Oelckers f66b7de8c8 - Took MF2_WINDTHRUST off AMorphedMonster. This is something that should not
be a default setting.
- Moved a_artiegg.cpp to g_shared and renamed it to a_morph.cpp to better reflect
  its meaning.
- Fixed: AMorphProjectile's PlayerClass and MonsterClass members must be serialized
  as FNames. Serializing them as ints is not safe because name indices are not 
  guaranteed to be the same each time the game is started. Same for APlayerPawn's
  MorphWeapon member.
- Converted EggFX, ArtiEgg, PorkFX and ArtiPork to DECORATE. 
- Added a new parameter to A_FireCustomMissile. Previously it always aimed
  straight ahead and altered the projectile's angle according to the resulting
  direction. If the 6th parameter is 1 now it will aim at the specified angle
  directly.
- Changed custom morphing to be based on a new MorphProjectile class, not
  the Heretic specific EggFX. The EggFX properties are now prefixed with
  'MorphProjectile.'. 


SVN r297 (trunk)
2006-08-17 09:54:42 +00:00

343 lines
17 KiB
C

/*
** infomacros.h
**
**---------------------------------------------------------------------------
** Copyright 1998-2006 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.
**
** 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.
**---------------------------------------------------------------------------
**
** This file contains macros for building Actor defaults lists
** Defaults lists are byte-packed arrays of keys and values.
**
** For Visual C++, a simple byte array will do, with one
** restriction: Any strings must be at the end of the array.
**
** For GCC, we need to get more complicated: Everything needs
** to be a separate variable. Fortunately, GCC byte-aligns
** char variables, so as long they appear in the right order
** (which they do in all version I tried), this will work.
*/
#ifndef __INFOMACROS_H__
#define __INFOMACROS_H__
#ifndef __INFO_H__
#error infomacros.h is meant to be included by info.h
#endif
#ifdef WORDS_BIGENDIAN
#define BREAK_WORD(x) ((unsigned)(x)>>8), (x)&255
#define BREAK_LONG(x) ((unsigned)(x)>>24), ((x)>>16)&255, ((x)>>8)&255, (x)&255
#else
#define BREAK_WORD(x) (x)&255, ((unsigned)(x))>>8
#define BREAK_LONG(x) (x)&255, ((x)>>8)&255, ((x)>>16)&255, ((unsigned)(x))>>24
#endif
typedef void (*voidfunc_)();
#if defined(_MSC_VER)
/************************************************
************** Visual C++ macros ****************
************************************************/
#pragma data_seg(".areg$u") // ActorInfo initializer list
#pragma data_seg(".greg$u") // AT_GAME_SET list
#pragma data_seg(".sreg$u") // AT_SPEED_SET list
#pragma data_seg()
#define DOOMEDNUMOF(actor) actor##ActorInfo.DoomEdNum
#define BEGIN_DEFAULTS_PRE(actor) \
extern FActorInfo actor##ActorInfo; \
__declspec(allocate(".areg$u")) FActorInfo *actor##DefaultsReg = &actor##ActorInfo; \
FActorInfo actor##ActorInfo = {
#define BEGIN_DEFAULTS_POST(actor,game,ednum,id) \
GAME_##game, id, ednum,
#ifdef WORDS_BIGENDIAN
#define END_DEFAULTS "\xED\x5E" };
#else
#define END_DEFAULTS "\x5E\xED" };
#endif
#define ADD_BYTE_PROP(prop,val) BREAK_WORD(prop|ADEFTYPE_Byte), val,
#define ADD_FIXD_PROP(prop,val) BREAK_WORD(prop|ADEFTYPE_FixedMul), val,
#define ADD_WORD_PROP(prop,val) BREAK_WORD(prop|ADEFTYPE_Word), BREAK_WORD(val),
#define ADD_LONG_PROP(prop,val) BREAK_WORD(prop|ADEFTYPE_Long), BREAK_LONG(val),
#ifdef WORDS_BIGENDIAN
#define ADD_STRING_PROP(prop1,prop2,val) "\0" prop2 val "\0"
#else
#define ADD_STRING_PROP(prop1,prop2,val) prop2 "\0" val "\0"
#endif
// Define a function that gets called when the game is started.
#define AT_GAME_SET(ns) \
extern void ns##_gs(); \
__declspec(allocate(".greg$u")) voidfunc_ ns##_gsr = ns##_gs; \
void ns##_gs ()
// Define a function that gets called when the speed is changed.
#define AT_SPEED_SET(ns,varname) \
extern void ns##_ss(EGameSpeed); \
__declspec(allocate(".sreg$u")) void (*ns##_gsr)(EGameSpeed) = ns##_ss; \
void ns##_ss (EGameSpeed varname)
#else
/***********************************************
************* Non-Visual C++ macros ************
************************************************/
#define DOOMEDNUMOF(actor) actor##ActorInfo.DoomEdNum
extern void ApplyActorDefault (int defnum, const char *datastr);
extern void ApplyActorDefault (int defnum, int dataint);
// All variables used for the default list must be declared extern to
// ensure that GCC actually generates them in the object file.
#define BEGIN_DEFAULTS_PRE(actor) \
extern FActorInfo actor##ActorInfo; \
extern FActorInfo *actor##DefaultsReg; \
extern void actor##DefaultsConstructor(); \
FActorInfo *actor##DefaultsReg __attribute__((section("areg"))) = &actor##ActorInfo; \
FActorInfo actor##ActorInfo = {
#define BEGIN_DEFAULTS_POST(actor,game,ednum,id) \
GAME_##game, id, ednum, actor##DefaultsConstructor }; \
void actor##DefaultsConstructor() { \
#define END_DEFAULTS }
#define ADD_BYTE_PROP(prop,val) ApplyActorDefault (prop, (val));
#define ADD_FIXD_PROP(prop,val) ApplyActorDefault (prop, ((val)<<FRACBITS));
#define ADD_WORD_PROP(prop,val) ApplyActorDefault (prop, (val));
#define ADD_LONG_PROP(prop,val) ApplyActorDefault (prop, (val));
#define ADD_STRING_PROP(prop1,prop2,val) ApplyActorDefault (prop1, (val));
#define AT_GAME_SET(ns) \
extern void ns##_gs(); \
voidfunc_ ns##_gsr __attribute__((section("greg"))) = ns##_gs; \
void ns##_gs ()
//typedef void (*speedfunc)(EGameSpeed);
#define AT_SPEED_SET(ns,varname) \
extern void ns##_ss(EGameSpeed); \
void (*ns##_gsr)(EGameSpeed) __attribute__((section("sreg"))) = ns##_ss; \
void ns##_ss (EGameSpeed varname)
#endif
// Common macros
#define SimpleSpeedSetter(T,normalSpeed,fastSpeed,speed) \
{ GetDefault<T>()->Speed = (speed == SPEED_Fast) ? fastSpeed : normalSpeed; }
#define AT_GAME_SET_FRIEND(ns) friend void ns##_gs();
#define DECLARE_STATELESS_ACTOR(cls,parent) \
DECLARE_CLASS(cls,parent) \
protected: \
cls () throw() {} \
public:
#define DECLARE_ACTOR(cls,parent) \
DECLARE_STATELESS_ACTOR(cls,parent) \
static FState States[];
#define BEGIN_DEFAULTS(actor,game,ednum,spawnid) \
BEGIN_DEFAULTS_PRE(actor) \
RUNTIME_CLASS(actor), &actor::States[0], NULL, NULL, countof(actor::States), \
BEGIN_DEFAULTS_POST(actor,game,ednum,spawnid)
#define BEGIN_STATELESS_DEFAULTS(actor,game,ednum,spawnid) \
BEGIN_DEFAULTS_PRE(actor) \
RUNTIME_CLASS(actor), NULL, NULL, NULL, 0, \
BEGIN_DEFAULTS_POST(actor,game,ednum,spawnid)
// IMPLEMENT_ACTOR combines IMPLEMENT_CLASS and BEGIN_DEFAULTS
#define IMPLEMENT_ACTOR(actor,game,ednum,spawnid) \
IMPLEMENT_CLASS(actor) BEGIN_DEFAULTS(actor,game,ednum,spawnid)
#define IMPLEMENT_STATELESS_ACTOR(actor,game,ednum,spawnid) \
IMPLEMENT_CLASS(actor) BEGIN_STATELESS_DEFAULTS(actor,game,ednum,spawnid)
#define IMPLEMENT_ABSTRACT_ACTOR(actor) \
IMPLEMENT_STATELESS_ACTOR(actor,Any,-1,0) END_DEFAULTS
#define PROP_SeeSound(x) ADD_STRING_PROP(ADEF_SeeSound,"\1",x)
#define PROP_AttackSound(x) ADD_STRING_PROP(ADEF_AttackSound,"\2",x)
#define PROP_PainSound(x) ADD_STRING_PROP(ADEF_PainSound,"\3",x)
#define PROP_DeathSound(x) ADD_STRING_PROP(ADEF_DeathSound,"\4",x)
#define PROP_ActiveSound(x) ADD_STRING_PROP(ADEF_ActiveSound,"\5",x)
#define PROP_UseSound(x) ADD_STRING_PROP(ADEF_UseSound,"\6",x)
#define PROP_Weapon_UpSound(x) ADD_STRING_PROP(ADEF_Weapon_UpSound,"\7",x)
#define PROP_Weapon_ReadySound(x) ADD_STRING_PROP(ADEF_Weapon_ReadySound,"\10",x)
#define PROP_Inventory_PickupSound(x) ADD_STRING_PROP(ADEF_Inventory_PickupSound,"\11",x)
#define PROP_Tag(x) ADD_STRING_PROP(ADEF_Tag,"\12",x)
#define PROP_Weapon_AmmoType1(x) ADD_STRING_PROP(ADEF_Weapon_AmmoType1,"\13",x)
#define PROP_Weapon_AmmoType2(x) ADD_STRING_PROP(ADEF_Weapon_AmmoType2,"\14",x)
#define PROP_Weapon_SisterType(x) ADD_STRING_PROP(ADEF_Weapon_SisterType,"\15",x)
#define PROP_Weapon_ProjectileType(x) ADD_STRING_PROP(ADEF_Weapon_ProjectileType,"\16",x)
#define PROP_PowerupGiver_Powerup(x) ADD_STRING_PROP(ADEF_PowerupGiver_Powerup,"\17",x)
#define PROP_Inventory_Icon(x) ADD_STRING_PROP(ADEF_Inventory_Icon,"\20",x)
#define PROP_Obituary(x) ADD_STRING_PROP(ADEF_Obituary,"\21",x)
#define PROP_HitObituary(x) ADD_STRING_PROP(ADEF_HitObituary,"\22",x)
#define PROP_Inventory_PickupMessage(x) ADD_STRING_PROP(ADEF_Inventory_PickupMsg,"\23",x)
// [GRB] Player class properties
#define PROP_PlayerPawn_CrouchSprite(x) ADD_STRING_PROP(ADEF_PlayerPawn_CrouchSprite,"\24",x)
#define PROP_PlayerPawn_DisplayName(x) ADD_STRING_PROP(ADEF_PlayerPawn_DisplayName,"\25",x)
#define PROP_PlayerPawn_SoundClass(x) ADD_STRING_PROP(ADEF_PlayerPawn_SoundClass,"\26",x)
#define PROP_PlayerPawn_ScoreIcon(x) ADD_STRING_PROP(ADEF_PlayerPawn_ScoreIcon,"\27",x)
#define PROP_PlayerPawn_MorphWeapon(x) ADD_STRING_PROP(ADEF_PlayerPawn_MorphWeapon,"\30",x)
#define PROP_XScale(x) ADD_BYTE_PROP(ADEF_XScale,x)
#define PROP_YScale(x) ADD_BYTE_PROP(ADEF_YScale,x)
#define PROP_SpawnHealth(x) ADD_WORD_PROP(ADEF_SpawnHealth,x)
#define PROP_SpawnHealthLong(x) ADD_LONG_PROP(ADEF_SpawnHealth,x)
#define PROP_ReactionTime(x) ADD_BYTE_PROP(ADEF_ReactionTime,x)
#define PROP_PainChance(x) ADD_BYTE_PROP(ADEF_PainChance,x)
#define PROP_MaxPainChance ADD_WORD_PROP(ADEF_PainChance,256)
#define PROP_SpeedFixed(x) ADD_FIXD_PROP(ADEF_Speed,x)
#define PROP_SpeedLong(x) ADD_LONG_PROP(ADEF_Speed,x)
#define PROP_FloatSpeed(x) ADD_FIXD_PROP(ADEF_FloatSpeed,x)
#define PROP_Radius(x) ADD_LONG_PROP(ADEF_Radius,x)
#define PROP_RadiusFixed(x) ADD_FIXD_PROP(ADEF_Radius,x)
#define PROP_Height(x) ADD_LONG_PROP(ADEF_Height,x)
#define PROP_HeightFixed(x) ADD_FIXD_PROP(ADEF_Height,x)
#define PROP_Mass(x) ADD_WORD_PROP(ADEF_Mass,x)
#define PROP_MassLong(x) ADD_LONG_PROP(ADEF_Mass,x)
#define PROP_Damage(x) ADD_BYTE_PROP(ADEF_Damage,x)
#define PROP_DamageLong(x) ADD_LONG_PROP(ADEF_Damage,x)
#define PROP_DamageType(x) ADD_BYTE_PROP(ADEF_DamageType,x)
#define PROP_Flags(x) ADD_LONG_PROP(ADEF_Flags,x)
#define PROP_Flags2(x) ADD_LONG_PROP(ADEF_Flags2,x)
#define PROP_Flags3(x) ADD_LONG_PROP(ADEF_Flags3,x)
#define PROP_Flags4(x) ADD_LONG_PROP(ADEF_Flags4,x)
#define PROP_Flags5(x) ADD_LONG_PROP(ADEF_Flags5,x)
#define PROP_FlagsSet(x) ADD_LONG_PROP(ADEF_FlagsSet,x)
#define PROP_Flags2Set(x) ADD_LONG_PROP(ADEF_Flags2Set,x)
#define PROP_Flags3Set(x) ADD_LONG_PROP(ADEF_Flags3Set,x)
#define PROP_Flags4Set(x) ADD_LONG_PROP(ADEF_Flags4Set,x)
#define PROP_Flags5Set(x) ADD_LONG_PROP(ADEF_Flags5Set,x)
#define PROP_FlagsClear(x) ADD_LONG_PROP(ADEF_FlagsClear,x)
#define PROP_Flags2Clear(x) ADD_LONG_PROP(ADEF_Flags2Clear,x)
#define PROP_Flags3Clear(x) ADD_LONG_PROP(ADEF_Flags3Clear,x)
#define PROP_Flags4Clear(x) ADD_LONG_PROP(ADEF_Flags4Clear,x)
#define PROP_Flags5Clear(x) ADD_LONG_PROP(ADEF_Flags5Clear,x)
#define PROP_Alpha(x) ADD_LONG_PROP(ADEF_Alpha,x)
#define PROP_RenderStyle(x) ADD_BYTE_PROP(ADEF_RenderStyle,x)
#define PROP_RenderFlags(x) ADD_WORD_PROP(ADEF_RenderFlags,x)
#define PROP_Translation(x,y) ADD_WORD_PROP(ADEF_Translation,((x)<<8)|(y))
#define PROP_MinMissileChance(x) ADD_BYTE_PROP(ADEF_MinMissileChance,x)
#define PROP_MeleeRange(x) ADD_FIXD_PROP(ADEF_MeleeRange,x)
#define PROP_MaxDropOffHeight(x) ADD_FIXD_PROP(ADEF_MaxDropOffHeight,x)
#define PROP_MaxStepHeight(x) ADD_FIXD_PROP(ADEF_MaxStepHeight,x)
#define PROP_BounceFactor(x) ADD_LONG_PROP(ADEF_BounceFactor,x)
#define PROP_BounceCount(x) ADD_LONG_PROP(ADEF_BounceCount,x)
#define PROP_RadiusdamageFactor(x) ADD_LONG_PROP(ADEF_RDFactor,x)
#define PROP_SpawnState(x) ADD_BYTE_PROP(ADEF_SpawnState,x)
#define PROP_SeeState(x) ADD_BYTE_PROP(ADEF_SeeState,x)
#define PROP_PainState(x) ADD_BYTE_PROP(ADEF_PainState,x)
#define PROP_MeleeState(x) ADD_BYTE_PROP(ADEF_MeleeState,x)
#define PROP_MissileState(x) ADD_BYTE_PROP(ADEF_MissileState,x)
#define PROP_CrashState(x) ADD_BYTE_PROP(ADEF_CrashState,x)
#define PROP_DeathState(x) ADD_BYTE_PROP(ADEF_DeathState,x)
#define PROP_XDeathState(x) ADD_BYTE_PROP(ADEF_XDeathState,x)
#define PROP_BDeathState(x) ADD_BYTE_PROP(ADEF_BDeathState,x)
#define PROP_IDeathState(x) ADD_BYTE_PROP(ADEF_IDeathState,x)
#define PROP_EDeathState(x) ADD_BYTE_PROP(ADEF_EDeathState,x)
#define PROP_RaiseState(x) ADD_BYTE_PROP(ADEF_RaiseState,x)
#define PROP_WoundState(x) ADD_BYTE_PROP(ADEF_WoundState,x)
#define PROP_YesState(x) ADD_BYTE_PROP(ADEF_YesState,x)
#define PROP_NoState(x) ADD_BYTE_PROP(ADEF_NoState,x)
#define PROP_GreetingsState(x) ADD_BYTE_PROP(ADEF_GreetingsState,x)
#define PROP_StrifeType(x) ADD_WORD_PROP(ADEF_StrifeType,x)
#define PROP_StrifeTeaserType(x) ADD_WORD_PROP(ADEF_StrifeTeaserType,x)
#define PROP_StrifeTeaserType2(x) ADD_WORD_PROP(ADEF_StrifeTeaserType2,x)
#define PROP_Inventory_Amount(x) ADD_BYTE_PROP(ADEF_Inventory_Amount,x)
#define PROP_Inventory_AmountWord(x) ADD_WORD_PROP(ADEF_Inventory_Amount,x)
#define PROP_Inventory_MaxAmount(x) ADD_WORD_PROP(ADEF_Inventory_MaxAmount,x)
#define PROP_Inventory_MaxAmountLong(x) ADD_LONG_PROP(ADEF_Inventory_MaxAmount,x)
#define PROP_Inventory_DefMaxAmount ADD_BYTE_PROP(ADEF_Inventory_DefMaxAmount,0)
#define PROP_Inventory_RespawnTics(x) ADD_WORD_PROP(ADEF_Inventory_RespawnTics,x)
#define PROP_Inventory_FlagsSet(x) ADD_LONG_PROP(ADEF_Inventory_FlagsSet,x)
#define PROP_Inventory_FlagsClear(x) ADD_LONG_PROP(ADEF_Inventory_FlagsClear,x)
#define PROP_PuzzleItem_Number(x) ADD_BYTE_PROP(ADEF_PuzzleItem_Number,x)
#define PROP_BasicArmorPickup_SavePercent(x) ADD_LONG_PROP(ADEF_BasicArmorPickup_SavePercent,x)
#define PROP_BasicArmorPickup_SaveAmount(x) ADD_BYTE_PROP(ADEF_BasicArmorPickup_SaveAmount,x)
#define PROP_BasicArmorBonus_SavePercent(x) ADD_LONG_PROP(ADEF_BasicArmorBonus_SavePercent,x)
#define PROP_BasicArmorBonus_SaveAmount(x) ADD_BYTE_PROP(ADEF_BasicArmorBonus_SaveAmount,x)
#define PROP_BasicArmorBonus_MaxSaveAmount(x) ADD_BYTE_PROP(ADEF_BasicArmorBonus_MaxSaveAmount,x)
#define PROP_HexenArmor_ArmorAmount(x) ADD_BYTE_PROP(ADEF_HexenArmor_ArmorAmount,x)
#define PROP_PowerupGiver_EffectTics(x) ADD_LONG_PROP(ADEF_PowerupGiver_EffectTics,x)
#define PROP_Powerup_EffectTics(x) ADD_LONG_PROP(ADEF_Powerup_EffectTics,x)
#define PROP_Powerup_Color(a,r,g,b) ADD_LONG_PROP(ADEF_Powerup_Color,((a)<<24)|((r)<<16)|((g)<<8)|(b))
#define PROP_Ammo_BackpackAmount(x) ADD_WORD_PROP(ADEF_Ammo_BackpackAmount,x)
#define PROP_Ammo_BackpackMaxAmount(x) ADD_WORD_PROP(ADEF_Ammo_BackpackMaxAmount,x)
#define PROP_Ammo_DropAmount(x) ADD_WORD_PROP(ADEF_Ammo_DropAmount,x)
#define PROP_Weapon_Flags(x) ADD_LONG_PROP(ADEF_Weapon_Flags,x)
#define PROP_Weapon_FlagsSet(x) ADD_LONG_PROP(ADEF_Weapon_FlagsSet,x)
#define PROP_Weapon_AmmoGive1(x) ADD_BYTE_PROP(ADEF_Weapon_AmmoGive1,x)
#define PROP_Weapon_AmmoGive2(x) ADD_BYTE_PROP(ADEF_Weapon_AmmoGive2,x)
#define PROP_Weapon_AmmoUse1(x) ADD_BYTE_PROP(ADEF_Weapon_AmmoUse1,x)
#define PROP_Weapon_AmmoUse2(x) ADD_BYTE_PROP(ADEF_Weapon_AmmoUse2,x)
#define PROP_Weapon_Kickback(x) ADD_BYTE_PROP(ADEF_Weapon_Kickback,x)
#define PROP_Weapon_YAdjust(x) ADD_FIXD_PROP(ADEF_Weapon_YAdjust,x)
#define PROP_Weapon_SelectionOrder(x) ADD_WORD_PROP(ADEF_Weapon_SelectionOrder,x)
#define PROP_Weapon_MoveCombatDist(x) ADD_LONG_PROP(ADEF_Weapon_MoveCombatDist,x)
#define PROP_Weapon_UpState(x) ADD_BYTE_PROP(ADEF_Weapon_UpState,x)
#define PROP_Weapon_DownState(x) ADD_BYTE_PROP(ADEF_Weapon_DownState,x)
#define PROP_Weapon_ReadyState(x) ADD_BYTE_PROP(ADEF_Weapon_ReadyState,x)
#define PROP_Weapon_AtkState(x) ADD_BYTE_PROP(ADEF_Weapon_AtkState,x)
#define PROP_Weapon_HoldAtkState(x) ADD_BYTE_PROP(ADEF_Weapon_HoldAtkState,x)
#define PROP_Weapon_AltAtkState(x) ADD_BYTE_PROP(ADEF_Weapon_AltAtkState,x)
#define PROP_Weapon_AltHoldAtkState(x) ADD_BYTE_PROP(ADEF_Weapon_AltHoldAtkState,x)
#define PROP_Weapon_FlashState(x) ADD_BYTE_PROP(ADEF_Weapon_FlashState,x)
#define PROP_Sigil_NumPieces(x) ADD_BYTE_PROP(ADEF_Sigil_NumPieces,x)
// [GRB] Player class properties
#define PROP_PlayerPawn_JumpZ(x) ADD_LONG_PROP(ADEF_PlayerPawn_JumpZ,x)
#define PROP_PlayerPawn_ViewHeight(x) ADD_LONG_PROP(ADEF_PlayerPawn_ViewHeight,x)
#define PROP_PlayerPawn_ForwardMove1(x) ADD_LONG_PROP(ADEF_PlayerPawn_ForwardMove1,x)
#define PROP_PlayerPawn_ForwardMove2(x) ADD_LONG_PROP(ADEF_PlayerPawn_ForwardMove2,x)
#define PROP_PlayerPawn_SideMove1(x) ADD_LONG_PROP(ADEF_PlayerPawn_SideMove1,x)
#define PROP_PlayerPawn_SideMove2(x) ADD_LONG_PROP(ADEF_PlayerPawn_SideMove2,x)
#define PROP_PlayerPawn_ColorRange(x,y) ADD_LONG_PROP(ADEF_PlayerPawn_ColorRange,x|(y<<8))
#define PROP_PlayerPawn_SpawnMask(x) ADD_BYTE_PROP(ADEF_PlayerPawn_SpawnMask, x)
#endif //__INFOMACROS_H__