Example #1
0
LINKFROM_MODULE( Door );

//
// Add props...
//

BEGIN_CLASS( Door )

	// Set AWM Type

	AWM_SET_TYPE_STATIC

	// Overrides...

	ADD_REALPROP_FLAG(Mass, DOOR_DEFAULT_MASS, PF_GROUP(1), "This value sets the mass of the object within the game.")
    ADD_BOOLPROP_FLAG(NeverDestroy, true, PF_GROUP(1), "Toggles whether the object can be destroyed.")

	// Override the options group...

	ADD_BOOLPROP_FLAG(PlayerActivate, true, PF_GROUP(3), "If TRUE the player can directly interact with this object by pressing use.")
	ADD_BOOLPROP_FLAG(AIActivate, true, PF_GROUP(3), "If TRUE this lets the AI know they can interact with this object.  When FALSE the AI will treat the object like it doesn't exist.")
	ADD_BOOLPROP_FLAG(StartOn, false, PF_GROUP(3) | PF_HIDDEN, "When set to TRUE the object will be turnning on as soon as the game loads.")
	ADD_BOOLPROP_FLAG(StartOpen, false, PF_GROUP(3), "When set to true the Door will be opening as soon as the game loads.")
	ADD_BOOLPROP_FLAG(TriggerOff, true, PF_GROUP(3) | PF_HIDDEN, "If this is set to FALSE the player can not directly turn the object off by pressing use.  The object can however be turned off by a message from another object like a switch.  If set to TRUE the player can directly turn off or close the object by pressing use.")
	ADD_BOOLPROP_FLAG(TriggerClose, true, PF_GROUP(3), "If this is set to FALSE the player can not directly close the Door by pressing use.  The Door can however be closed by a message from another object like a switch.  If set to TRUE the player can directly close the Door by pressing use.")
	ADD_BOOLPROP_FLAG(RemainOn, true, PF_GROUP(3) | PF_HIDDEN, "If this is FALSE the Object will start turnning itself off or close as soon as it turns on or opens.  If TRUE the object will stay on or open untill told to turn off, either by the player or a message.")
	ADD_BOOLPROP_FLAG(RemainOpen, true, PF_GROUP(3), "If set to FALSE the Door will try to start closing as soon as it becomes fully open.  If TRUE the Door will stay open untill told to close, either by the player or a message from another object.")
	ADD_BOOLPROP_FLAG(ForceMove, false, PF_GROUP(3), "If set to TRUE, the object will not be stopped by the player or AI.  It will continue on its path like there is nothing in the way.")
	ADD_BOOLPROP_FLAG(Locked, false, PF_GROUP(3), "When set to TRUE the object starts in a ""Locked"" state.  It can't be activated or triggered by a message unless it is unlocked.  To unlock an object send it an UNLOCK message.  To lock it again send a LOCK message." )
	ADD_BOOLPROP_FLAG(RotateAway, true, PF_GROUP(3) | PF_HIDDEN, "If set to TRUE RotatingWorldModels will rotate away from the player or AI that activated it.")
Example #2
0
#include "StdAfx.h"
#include "AIRegion.h"
#include "AIVolume.h"
#include "AIVolumeMgr.h"
#include "AINodeMgr.h"
#include "AIUtils.h"
#include "PSets.h"
#include "AIAssert.h"

LINKFROM_MODULE( AIRegion );

#pragma force_active on
BEGIN_CLASS(AIRegion)

	ADD_VECTORPROP_VAL_FLAG(Dims, 16.0f, 16.0f, 16.0f, PF_HIDDEN | PF_DIMS)
	ADD_PSETS_PROP(PF_GROUP(1))
/*
	PROP_DEFINEGROUP(Search, PF_GROUP(1))

		ADD_STRINGPROP_FLAG(PostSearchMsg1,  "", PF_GROUP(2))
		ADD_STRINGPROP_FLAG(PostSearchMsg2,  "", PF_GROUP(2))
		ADD_STRINGPROP_FLAG(PostSearchMsg3,  "", PF_GROUP(2))
		ADD_STRINGPROP_FLAG(PostSearchMsg4,  "", PF_GROUP(2))
		ADD_STRINGPROP_FLAG(PostSearchMsg5,  "", PF_GROUP(2))
		ADD_STRINGPROP_FLAG(PostSearchMsg6,  "", PF_GROUP(2))
		ADD_STRINGPROP_FLAG(PostSearchMsg7,  "", PF_GROUP(2))
		ADD_STRINGPROP_FLAG(PostSearchMsg8,  "", PF_GROUP(2))
		ADD_STRINGPROP_FLAG(PostSearchMsg9,  "", PF_GROUP(2))
		ADD_STRINGPROP_FLAG(PostSearchMsg10, "", PF_GROUP(2))
		ADD_STRINGPROP_FLAG(PostSearchMsg11, "", PF_GROUP(2))
		ADD_STRINGPROP_FLAG(PostSearchMsg12, "", PF_GROUP(2))
Example #3
0
#include "ServerSoundMgr.h"
#include "AIStimulusMgr.h"
#include "Explosion.h"
#include "Attachments.h"

extern CAIStimulusMgr* g_pAIStimulusMgr;

#define	KEY_BUTE_SOUND	"BUTE_SOUND_KEY"
#define KEY_COMMAND		"CMD"

LINKFROM_MODULE( Prop );


#pragma force_active on
BEGIN_CLASS(Prop)
	ADD_DESTRUCTIBLE_MODEL_AGGREGATE(PF_GROUP(1), 0)
	ADD_STRINGPROP_FLAG(Filename, "", PF_DIMS | PF_LOCALDIMS | PF_FILENAME | PF_MODEL)
	ADD_STRINGPROP_FLAG(Skin, "", PF_FILENAME)
	ADD_VECTORPROP_VAL(Scale, 1.0f, 1.0f, 1.0f)
	ADD_VISIBLE_FLAG(1, 0)
	ADD_SOLID_FLAG(0, 0)
	ADD_GRAVITY_FLAG(0, 0)
	ADD_SHADOW_FLAG(0, 0)
    ADD_BOOLPROP(MoveToFloor, LTTRUE)
	ADD_REALPROP(Alpha, 1.0f)
	ADD_COLORPROP(ObjectColor, 255.0f, 255.0f, 255.0f)
    ADD_BOOLPROP(Additive, LTFALSE)
    ADD_BOOLPROP(Multiply, LTFALSE)
    ADD_BOOLPROP(RayHit, LTTRUE)
	ADD_STRINGPROP_FLAG(DetailLevel, "Low", PF_STATICLIST)
	ADD_STRINGPROP_FLAG(CommandOn, "", PF_NOTIFYCHANGE )
Example #4
0
// ----------------------------------------------------------------------- //
//
// MODULE  : Breakable.CPP
//
// PURPOSE : A Breakable object
//
// CREATED : 1/14/99
//
// (c) 1999-2000 Monolith Productions, Inc.  All Rights Reserved
//
// ----------------------------------------------------------------------- //

#include "stdafx.h"
#include "Breakable.h"

LINKFROM_MODULE( Breakable );

BEGIN_CLASS(Breakable)

	// Overrides...

	ADD_BOOLPROP_FLAG(NeverDestroy, LTFALSE, PF_GROUP(1))
	ADD_REALPROP_FLAG(Armor, 0.0f, PF_GROUP(1))


END_CLASS_DEFAULT_FLAGS(Breakable, ActiveWorldModel, NULL, NULL, CF_WORLDMODEL)


CMDMGR_BEGIN_REGISTER_CLASS( Breakable )
CMDMGR_END_REGISTER_CLASS( Breakable, ActiveWorldModel )
Example #5
0

BEGIN_CLASS(Filter)
	ADD_REALPROP_FLAG(Visible, 0, PF_HIDDEN, "This flag allows you to make a volume begin hidden in the level. Later you can send a (hidden 0) message to the VolumeBrush object to unhide it.")
    ADD_BOOLPROP_FLAG(Hidden, false, PF_HIDDEN, "This flag allows you to make a volume begin hidden in the level. Later you can send a (hidden 0) message to the VolumeBrush object to unhide it.")
	ADD_REALPROP_FLAG(Resistance, 0.0f, PF_HIDDEN, "This value affects the resistance of the players movement through the volume.")
	ADD_REALPROP_FLAG(Friction, 1.0f, PF_HIDDEN, "This property allows you to alter the friction coefficient of surfaces to create slippery surfaces.")
	ADD_VECTORPROP_VAL_FLAG(Current, 0.0f, 0.0f, 0.0f, PF_HIDDEN, "This is a force that pushes against the player. Use positive or negative values along each axis (x, y, and z) to indicate the direction and strength of the current. In general, you'll need values in the thousands in order to lift a player off the ground. This works well to create moving streams or areas of rushing wind.")
	ADD_REALPROP_FLAG(Damage, 0.0f, PF_HIDDEN, "Sets amount of damage dealt by this area for every second the player is in it.")
	ADD_STRINGPROP_FLAG(DamageType, "UNSPECIFIED", PF_STATICLIST | PF_HIDDEN, "This is a dropdown menu that allows you to choose the damage type that will be inflicted by the Volume.")
	ADD_COLORPROP_FLAG(TintColor, 255.0f, 255.0f, 255.0f, PF_HIDDEN, "You can define a tint for the player's view if you want the area to look as if it's filled with light or liquid.")
	ADD_COLORPROP_FLAG(LightAdd, 0.0f, 0.0f, 0.0f, PF_HIDDEN, "This allows you to further alter the view from inside a Volume.")
 	ADD_STRINGPROP_FLAG(SoundFilter, "Dynamic", PF_STATICLIST, "You could have sound behave differently inside the volume. In the case of liquid, you could mute out high frequencies. In the case of a dimensional gate, you might add a strange echo or other filter.")
    ADD_BOOLPROP(CanPlayMovementSounds, true, "This flag disables the footstep sounds and head-bob motion in a volume.")

	PROP_DEFINEGROUP(FogStuff, PF_GROUP(2) | PF_HIDDEN, "This is a subset of properties that define the fog effects that will be seen when the player is within the Volume Brush.")
        ADD_BOOLPROP_FLAG(FogEnable, false, PF_GROUP(2) | PF_HIDDEN, "This flag toggles the fog effects on and off.")
		ADD_REALPROP_FLAG(FogFarZ, 300.0f, PF_GROUP(2) | PF_HIDDEN, "This is a value that determines at what distance the fog reaches full saturation.")
		ADD_REALPROP_FLAG(FogNearZ, -100.0f, PF_GROUP(2) | PF_HIDDEN, "This value determines at what distance the fog is at zero saturation.")
		ADD_COLORPROP_FLAG(FogColor, 0.0f, 0.0f, 0.0f, PF_GROUP(2) | PF_HIDDEN, "This color picker determines the color of the fog effect.")

	HIDE_FORCE_VOLUME_PROPS

	ADD_STRINGPROP_FLAG(SURFACE_FLAGS_OVERRIDE, SURFACE_FLAGS_UNKNOWN_STR, PF_STATICLIST | PF_HIDDEN, "This dropdown menu allows you to choose a specific surface flag for the VolumeBrush.  NOTE:  If the Unknown surface flag is used, the surface flag of the material applied to the brush will be used.")
	ADD_STRINGPROP_FLAG(PhysicsModel, "", PF_STATICLIST | PF_HIDDEN, "This dropdown menu allows you to choose what physics model is used with this volume.")
    ADD_BOOLPROP_FLAG(RayHit, false, PF_HIDDEN, "This flag toggles whether or not the object will be rayhit.")

	ADD_BOOLPROP_FLAG(StartOn, true, PF_HIDDEN, "This flag toggles whether or not the volume will be considered ON when the level first loads." )

END_CLASS_FLAGS_PLUGIN(Filter, VolumeBrush, CF_WORLDMODEL, CVolumePlugin, "Sound filter volume.")
Example #6
0
// ----------------------------------------------------------------------- //

#include "stdafx.h"
#include "DecisionObject.h"
#include "ServerUtilities.h"
#include "ObjectMsgs.h"
#include "ParsedMsg.h"
#include "CommandMgr.h"
#include "MsgIDs.h"

LINKFROM_MODULE( DecisionObject );

#pragma force_active on
BEGIN_CLASS(DecisionObject)
	ADD_REALPROP_FLAG(Radius, 300.0f, PF_RADIUS)
	PROP_DEFINEGROUP(Choice1, PF_GROUP(1))
		ADD_LONGINTPROP_FLAG(Choice1StringID, 0, PF_GROUP(1))
		ADD_STRINGPROP_FLAG(Choice1Cmd, "", PF_GROUP(1) | PF_NOTIFYCHANGE)
	PROP_DEFINEGROUP(Choice2, PF_GROUP(2))
		ADD_LONGINTPROP_FLAG(Choice2StringID, 0, PF_GROUP(2))
		ADD_STRINGPROP_FLAG(Choice2Cmd, "", PF_GROUP(2) | PF_NOTIFYCHANGE)
	PROP_DEFINEGROUP(Choice3, PF_GROUP(3))
		ADD_LONGINTPROP_FLAG(Choice3StringID, 0, PF_GROUP(3))
		ADD_STRINGPROP_FLAG(Choice3Cmd, "", PF_GROUP(3) | PF_NOTIFYCHANGE)
	PROP_DEFINEGROUP(Choice4, PF_GROUP(4))
		ADD_LONGINTPROP_FLAG(Choice4StringID, 0, PF_GROUP(4))
		ADD_STRINGPROP_FLAG(Choice4Cmd, "", PF_GROUP(4) | PF_NOTIFYCHANGE)
	PROP_DEFINEGROUP(Choice5, PF_GROUP(5))
		ADD_LONGINTPROP_FLAG(Choice5StringID, 0, PF_GROUP(5))
		ADD_STRINGPROP_FLAG(Choice5Cmd, "", PF_GROUP(5) | PF_NOTIFYCHANGE)
	PROP_DEFINEGROUP(Choice6, PF_GROUP(6))
Example #7
0
//
// CREATED : 4/26/2000
//
// (c) 2000-2002 Monolith Productions, Inc.  All Rights Reserved
//
// ----------------------------------------------------------------------- //

#include "stdafx.h"
#include "PropType.h"
#include "VersionMgr.h"

LINKFROM_MODULE( PropType );


BEGIN_CLASS(PropType)
	ADD_DESTRUCTIBLE_MODEL_AGGREGATE(PF_GROUP(1), PF_HIDDEN)
	PROP_DEFINEGROUP(DamageProperties, PF_GROUP(1))
		ADD_DESTRUCTIBLE_AGGREGATE_COMMANDS(PF_GROUP(1), 0)

	// Hide all of our parent properties (these are all set via the
	// PropTypes.txt bute file)
	ADD_STRINGPROP_FLAG(Filename, "", PF_HIDDEN | PF_MODEL)
	ADD_STRINGPROP_FLAG(Skin, "", PF_HIDDEN)
	ADD_VECTORPROP_VAL_FLAG(Scale, 1.0f, 1.0f, 1.0f, 0)
	ADD_VISIBLE_FLAG(1, PF_HIDDEN)
	ADD_SOLID_FLAG(0, PF_HIDDEN)
	ADD_GRAVITY_FLAG(0, PF_HIDDEN)
	ADD_SHADOW_FLAG(0, PF_HIDDEN)
    ADD_BOOLPROP_FLAG(MoveToFloor, LTTRUE, PF_HIDDEN)
	ADD_REALPROP_FLAG(Alpha, 1.0f, PF_HIDDEN)
	ADD_COLORPROP_FLAG(ObjectColor, 255.0f, 255.0f, 255.0f, PF_HIDDEN)
Example #8
0
// 
// Add props...
//


BEGIN_CLASS( SpinningWorldModel )

	// Set the type

	AWM_SET_TYPE_ROTATING

	// Overrides
	
	ADD_BOOLPROP_FLAG( BoxPhysics, true, 0, "In the engine, WorldModels have two possible physics models. In the first, the player can walk on and touch every curve and corner of their surface. In the second, the player can only interact with a bounding box that surrounds all the brushes in the WorldModel, just like the box you would get if you selected them in WorldEdit. For geometry with a simple rectangular shape, this is preferred because it's cheaper to calculate. However, for a lot of objects, it's limiting. If you need a player to be able to shoot through the bars in a prison door, you will need BoxPhysics set to FALSE." )
	ADD_BOOLPROP_FLAG(RemainOn, true, PF_GROUP(3) | PF_HIDDEN, "If this is FALSE the Object will start turnning itself off or close as soon as it turns on or opens.  If TRUE the object will stay on or open untill told to turn off, either by the player or a message.")
	ADD_BOOLPROP_FLAG(RotateAway, false, PF_GROUP(3) | PF_HIDDEN, "If set to TRUE RotatingWorldModels will rotate away from the player or AI that activated it.")

	ADD_BOOLPROP_FLAG(RotateAroundCenter, true, 0, "When set to TRUE, object will use the center of worldmodel as rotation point.  When sent to TRUE, object will use WorldModel object as rotation point.  If RotationPoint is specified, this property is ignored.")
	ADD_VECTORPROP_VAL_FLAG(RotationAngles, 0.0f, 5.0f, 0.0f, 0, "These represent how far the WorldModel will rotate around the RotationPoint in the specified axi when turned on.  (0.0 90.0 0.0) will rotate the WorldModel about the RotationPoint 90 degrees around the WorldModels local Y axis.")

	// Override the common props...

	ADD_REALPROP_FLAG(PowerOnTime, 100.0f, 0, "Sets the time in seconds for how long it takes the WorldModel to go from the Off state to the on state.")
	ADD_REALPROP_FLAG(PowerOffTime, 0.0f, 0, "If other than 0.0, sets the time in seconds for how long it takes the WorldModel to go from the On state to the off state.  If this is 0.0 then the PowerOnTime value is used." )
	ADD_REALPROP_FLAG(MoveDelay, 0.0f, PF_HIDDEN, "Amount of delay in seconds between the time the WorldModel is triggered and when it begins its movement.")
	ADD_REALPROP_FLAG(OnWaitTime, 0.0f, PF_HIDDEN, "Amount of time in seconds that the WorldModel will remain on before turnning off automatically, and the amount of time before the WorldModel can be triggered on again." )
	ADD_REALPROP_FLAG(OffWaitTime, 0.0f, PF_HIDDEN, "Amount of time in secomds before the WorldModel can be turned on after being turned off.")

	ADD_PREFETCH_RESOURCE_PROPS()
Example #9
0
// CREATED : 12/07/97
//
// ----------------------------------------------------------------------- //

#include "stdafx.h"
#include "ScaleSprite.h"
#include "iltserver.h"
#include "ObjectMsgs.h"
#include "ParsedMsg.h"
#include "SFXFuncs.h"

LINKFROM_MODULE( ScaleSprite );

#pragma force_active on
BEGIN_CLASS(ScaleSprite)
	ADD_DESTRUCTIBLE_AGGREGATE(PF_GROUP(1), 0)
    ADD_BOOLPROP_FLAG(StartOn, LTTRUE, 0)
	ADD_STRINGPROP_FLAG(Filename, "", PF_FILENAME)
	ADD_STRINGPROP_FLAG(DamagedFilename, "", PF_FILENAME)
	ADD_STRINGPROP_FLAG(DestroyedFilename, "", PF_FILENAME)
	ADD_VECTORPROP_VAL_FLAG(Dims, 20.0f, 20.0f, 1.0f, PF_DIMS | PF_LOCALDIMS)
	ADD_COLORPROP(Color, 255.0f, 255.0f, 255.0f)
	ADD_REALPROP(Alpha, 1.0f)
	ADD_REALPROP(ScaleX, 0.5f)
	ADD_REALPROP(ScaleY, 0.5f)
	PROP_DEFINEGROUP(AdditionalFlags, PF_GROUP(2))
        ADD_BOOLPROP_FLAG(FlushWithWorld, LTFALSE, PF_GROUP(2))
        ADD_BOOLPROP_FLAG(Rotatable, LTFALSE, PF_GROUP(2))
        ADD_BOOLPROP_FLAG(Glow, LTTRUE, PF_GROUP(2))
        ADD_BOOLPROP_FLAG(ZBias, LTTRUE, PF_GROUP(2))
        ADD_BOOLPROP_FLAG(Additive, LTTRUE, PF_GROUP(2))
Example #10
0
	{
		"None",
		"Additive",
		"Translucent",
	};

#define MAX_MARKS_PER_OBJECT	40


//
// Add Props...
//

BEGIN_CLASS( WorldModel )

	ADD_DESTRUCTIBLE_MODEL_AGGREGATE( PF_GROUP(1), 0 )

	// Override default values...

	ADD_BOOLPROP_FLAG( NeverDestroy, LTTRUE, PF_GROUP(1) )

	// Add Object flag props...
	
	ADD_VISIBLE_FLAG( LTTRUE, 0 )
	ADD_SOLID_FLAG( LTTRUE, 0 )
	ADD_RAYHIT_FLAG( LTTRUE, 0 )
	ADD_GRAVITY_FLAG( LTFALSE, 0 )

	ADD_STRINGPROP_FLAG( BlendMode, "None", PF_STATICLIST )

	ADD_BOOLPROP_FLAG( BlockLight, LTTRUE, 0 ) // Used by pre-processor
Example #11
0
		char** aszStrings,
		uint32* pcStrings,
		const uint32 cMaxStrings,
		const uint32 cMaxStringLength);

protected :

};


#define GameModeNone	"<none>"
#define NUM_GAME_MODE_PROPS	8

BEGIN_CLASS(ObjectRemover)

	PROP_DEFINEGROUP(Groups0and1, PF_GROUP(1), "This flag is a subset of two of the groups that the ObjectRemover can choose to keep or discard.")
		ADD_STRINGPROP_FLAG(Group00Object00, "", PF_GROUP(1)|PF_OBJECTLINK, "An object in group 0 that can be discarded or kept")
		ADD_STRINGPROP_FLAG(Group00Object01, "", PF_GROUP(1)|PF_OBJECTLINK, "An object in group 0 that can be discarded or kept")
		ADD_STRINGPROP_FLAG(Group00Object02, "", PF_GROUP(1)|PF_OBJECTLINK, "An object in group 0 that can be discarded or kept")
		ADD_STRINGPROP_FLAG(Group00Object03, "", PF_GROUP(1)|PF_OBJECTLINK, "An object in group 0 that can be discarded or kept")
		ADD_STRINGPROP_FLAG(Group00Object04, "", PF_GROUP(1)|PF_OBJECTLINK, "An object in group 0 that can be discarded or kept")
		ADD_STRINGPROP_FLAG(Group00Object05, "", PF_GROUP(1)|PF_OBJECTLINK, "An object in group 0 that can be discarded or kept")
		ADD_STRINGPROP_FLAG(Group00Object06, "", PF_GROUP(1)|PF_OBJECTLINK, "An object in group 0 that can be discarded or kept")
		ADD_STRINGPROP_FLAG(Group00Object07, "", PF_GROUP(1)|PF_OBJECTLINK, "An object in group 0 that can be discarded or kept")
		ADD_STRINGPROP_FLAG(Group00Object08, "", PF_GROUP(1)|PF_OBJECTLINK, "An object in group 0 that can be discarded or kept")
		ADD_STRINGPROP_FLAG(Group00Object09, "", PF_GROUP(1)|PF_OBJECTLINK, "An object in group 0 that can be discarded or kept")
		ADD_STRINGPROP_FLAG(Group00Object10, "", PF_GROUP(1)|PF_OBJECTLINK, "An object in group 0 that can be discarded or kept")
		ADD_STRINGPROP_FLAG(Group01Object00, "", PF_GROUP(1)|PF_OBJECTLINK, "An object in group 1 that can be discarded or kept")
		ADD_STRINGPROP_FLAG(Group01Object01, "", PF_GROUP(1)|PF_OBJECTLINK, "An object in group 1 that can be discarded or kept")
		ADD_STRINGPROP_FLAG(Group01Object02, "", PF_GROUP(1)|PF_OBJECTLINK, "An object in group 1 that can be discarded or kept")
		ADD_STRINGPROP_FLAG(Group01Object03, "", PF_GROUP(1)|PF_OBJECTLINK, "An object in group 1 that can be discarded or kept")
Example #12
0
// ----------------------------------------------------------------------- //

#include "stdafx.h"
#include "Fire.h"
#include "ClientServerShared.h"
#include "ObjectMsgs.h"
#include "ParsedMsg.h"
#include "CommandMgr.h"

LINKFROM_MODULE( Fire );

#pragma force_active on
BEGIN_CLASS(Fire)
	ADD_REALPROP_FLAG(Radius, 100.0f, PF_RADIUS)
    ADD_BOOLPROP(StartOn, LTTRUE)
	PROP_DEFINEGROUP(Light, PF_GROUP(1))
        ADD_BOOLPROP_FLAG(CreateLight, LTTRUE, PF_GROUP(1))
		ADD_COLORPROP_FLAG(LightColor, 255.0, 128.0, 64.0, PF_GROUP(1))
		ADD_REALPROP_FLAG(LightRadius, 125.0f, PF_RADIUS | PF_GROUP(1))
		ADD_REALPROP_FLAG(LightPhase, 0.0f, PF_GROUP(1))
		ADD_REALPROP_FLAG(LightFrequency, 3.0f, PF_GROUP(1))
		ADD_VECTORPROP_VAL_FLAG(LightOffset, 0.0f, 1.0f, 0.0f, PF_GROUP(1))
	PROP_DEFINEGROUP(Sound, PF_GROUP(2))
        ADD_BOOLPROP_FLAG(CreateSound, LTTRUE, PF_GROUP(2))
		ADD_REALPROP_FLAG(SoundRadius, 300.0f, PF_RADIUS | PF_GROUP(2))
	PROP_DEFINEGROUP(Smoke, PF_GROUP(3))
        ADD_BOOLPROP_FLAG(CreateSmoke, LTTRUE, PF_GROUP(3))
        ADD_BOOLPROP_FLAG(SmokeOnly, LTFALSE, PF_GROUP(3))
        ADD_BOOLPROP_FLAG(BlackSmoke, LTFALSE, PF_GROUP(3))
    ADD_BOOLPROP(CreateSparks, LTTRUE)
END_CLASS_DEFAULT(Fire, CClientSFX, NULL, NULL)
Example #13
0
#include "ServerMissionMgr.h"

extern CGameServerShell* g_pGameServerShell;

LINKFROM_MODULE( ExitTrigger );


#pragma force_active on
BEGIN_CLASS(ExitTrigger)
	ADD_REALPROP_FLAG(FadeOutTime, 0.0f, 0)
	ADD_REALPROP_FLAG(TriggerDelay, 0.0f, PF_HIDDEN)
	ADD_LONGINTPROP_FLAG(NumberOfActivations, 1, PF_HIDDEN)
	ADD_REALPROP_FLAG(SendDelay, 0.0f, PF_HIDDEN)
	ADD_STRINGPROP_FLAG(ActivationSound, "", PF_HIDDEN)
	ADD_REALPROP_FLAG(SoundRadius, 200.0f, PF_HIDDEN)
	PROP_DEFINEGROUP(Commands, PF_GROUP(1)|PF_HIDDEN)
		ADD_STRINGPROP_FLAG(Command1, "", PF_GROUP(1)|PF_HIDDEN)
		ADD_STRINGPROP_FLAG(Command2, "", PF_GROUP(1)|PF_HIDDEN)
		ADD_STRINGPROP_FLAG(Command3, "", PF_GROUP(1)|PF_HIDDEN)
		ADD_STRINGPROP_FLAG(Command4, "", PF_GROUP(1)|PF_HIDDEN)
		ADD_STRINGPROP_FLAG(Command5, "", PF_GROUP(1)|PF_HIDDEN)
		ADD_STRINGPROP_FLAG(Command6, "", PF_GROUP(1)|PF_HIDDEN)
		ADD_STRINGPROP_FLAG(Command7, "", PF_GROUP(1)|PF_HIDDEN)
		ADD_STRINGPROP_FLAG(Command8, "", PF_GROUP(1)|PF_HIDDEN)
		ADD_STRINGPROP_FLAG(Command9, "", PF_GROUP(1)|PF_HIDDEN)
		ADD_STRINGPROP_FLAG(Command10, "", PF_GROUP(1)|PF_HIDDEN)
	ADD_BOOLPROP_FLAG(TriggerTouch, 0 , PF_HIDDEN)
	ADD_STRINGPROP_FLAG(CommandTouch, "", PF_HIDDEN)
	ADD_STRINGPROP_FLAG(AITriggerName, "", PF_HIDDEN)
	ADD_BOOLPROP_FLAG(PlayerTriggerable, 1, PF_HIDDEN)
	ADD_BOOLPROP_FLAG(AITriggerable, 0, PF_HIDDEN)
Example #14
0
				ADD_STRINGPROP_FLAG( ##base_string##T##track##E9, "", flags )

	#define ADD_EVENT_EDITOR_INFO( tracks, objects_per_track, base_string, flags ) \
				ADD_STRINGPROP_FLAG( EventDialogInfo, #tracks" "#objects_per_track" "#base_string, flags ) \
				ADD_COMMAND_EDITOR_TRACK( base_string, 0, PF_NOTIFYCHANGE | flags ) \
				ADD_COMMAND_EDITOR_TRACK( base_string, 1, PF_NOTIFYCHANGE | flags ) \
				ADD_COMMAND_EDITOR_TRACK( base_string, 2, PF_NOTIFYCHANGE | flags ) \
				ADD_COMMAND_EDITOR_TRACK( base_string, 3, PF_NOTIFYCHANGE | flags ) \
				ADD_COMMAND_EDITOR_TRACK( base_string, 4, PF_NOTIFYCHANGE | flags ) \
				ADD_COMMAND_EDITOR_TRACK( base_string, 5, PF_NOTIFYCHANGE | flags )



BEGIN_CLASS( CommandObject )

	PROP_DEFINEGROUP( EventCommands, PF_GROUP(1) | PF_EVENT )
		ADD_EVENT_EDITOR_INFO( 6, 10, Event, PF_GROUP(1) )
	
	ADD_STRINGPROP_FLAG( FinishedCommand, "", PF_NOTIFYCHANGE )
	ADD_LONGINTPROP_FLAG( NumberOfActivations, -1, 0 )
	ADD_BOOLPROP_FLAG( Locked, LTFALSE, 0 )

END_CLASS_DEFAULT_FLAGS_PLUGIN( CommandObject, GameBaseLite, NULL, NULL, CF_CLASSONLY, CCommandObjectPlugin )


CMDMGR_BEGIN_REGISTER_CLASS( CommandObject )

	CMDMGR_ADD_MSG( ON, 1, NULL, "ON" )
	CMDMGR_ADD_MSG( START, 1, NULL, "START" )
	CMDMGR_ADD_MSG( OFF, 1, NULL, "OFF" )
	CMDMGR_ADD_MSG( STOP, 1, NULL, "STOP" )
Example #15
0
#include "SharedFXStructs.h"

LINKFROM_MODULE( LightDirectional );

BEGIN_CLASS(LightDirectional)
	ADD_STRINGPROP_FLAG(LightLOD, "Low", PF_STATICLIST, "Indicates at which LOD the light will be visible. For low, it will always be visible, for medium, it will only be visible in medium or higher and so on.")
	ADD_STRINGPROP_FLAG(WorldShadowsLOD, "Low", PF_STATICLIST, "Indicates at which LOD the light will cast shadows from the world. For low, it will always be visible, for medium, it will only be visible in medium or higher and so on.")
	ADD_STRINGPROP_FLAG(ObjectShadowsLOD, "Low", PF_STATICLIST, "Indicates at which LOD the light will cast shadows from objects. For low, it will always be visible, for medium, it will only be visible in medium or higher and so on.")
	ADD_VECTORPROP_VAL_FLAG(Dims, 64, 64, 50, PF_ORTHOFRUSTUM, "The dimensions of the area the directional light will project onto")
	ADD_COLORPROP(LightColor, 255.0f, 255.0f, 255.0f, "The color of this light, modulates the texture color")
	ADD_COLORPROP(TranslucentColor, 255.0f, 255.0f, 255.0f, "A value to tint the light color when approximating translucent lighting. This should be approximately the color of the associated texture")
	ADD_COLORPROP(SpecularColor, 255.0f, 255.0f, 255.0f, "A tint to the color value that is applied when rendering specular")
	ADD_REALPROP(IntensityScale, 1.0f, "A scale from zero to one that controls the overall intensity of the light")
	ADD_STRINGPROP_FLAG(Texture, "", PF_FILENAME, "The texture that is projected from this light")
	ADD_STRINGPROP_FLAG(AttenuationTexture, "", PF_FILENAME, "The texture that controls how the light reacts as it moves away from the plane of light emission")
	PROP_DEFINEGROUP(Volumetric, PF_GROUP(1), "Volumetric lighting settings")
		ADD_STRINGPROP_FLAG(VolumetricLOD, "Never", PF_GROUP(1) | PF_STATICLIST, "Indicates the minimum performance level at which the volumetric lighting effect will be visible.")
		ADD_REALPROP_FLAG(VolumetricNoiseIntensity, 0.5f, PF_GROUP(1), "Determines the intensity of the noise effect, from 0 (no noise) to 1 (full noise)")
		ADD_REALPROP_FLAG(VolumetricNoiseScale, 1.0f, PF_GROUP(1), "Determines the size of the noise effect.  Smaller values lead to sharper noise detail.")
		ADD_COLORPROP_FLAG(VolumetricColor, 255.0f, 255.0f, 255.0f, PF_GROUP(1), "Color of the volumetric effect.")
		ADD_STRINGPROP_FLAG(VolumetricTexture, "", PF_GROUP(1) | PF_FILENAME, "Texture to project through the effect.  (aka the Cookie or Gobo texture)")
		ADD_REALPROP_FLAG(VolumetricAttenuation, 1.0f, PF_GROUP(1), "Amount of fading to apply to the volumetric effect based on distance from the light.")
		ADD_BOOLPROP_FLAG(VolumetricAdditive, true, PF_GROUP(1), "When set to True, the volumetric effect will use an additive blend.  Otherwise an alpha blend will be used.")
		ADD_REALPROP_FLAG(VolumetricDepth, 100.0f, PF_GROUP(1), "The approximate depth at which the effect will be at maximum density.")
		ADD_BOOLPROP_FLAG(VolumetricShadow, true, PF_GROUP(1), "When set to True, shadows will be cast in the volume.")
END_CLASS_FLAGS_PLUGIN(LightDirectional, LightBase, 0, LightDirectional_Plugin, "A type of light that projects a texture along the specified direction")

CMDMGR_BEGIN_REGISTER_CLASS( LightDirectional )
CMDMGR_END_REGISTER_CLASS( LightDirectional, LightBase )

LightDirectional::LightDirectional()
Example #16
0
// Includes...
//

#include "stdafx.h"
#include "ParsedMsg.h"
#include "DoomsDayDevice.h"
#include "TeamMgr.h"
#include "PlayerObj.h"
#include "DoomsDayMissionMgr.h"
#include "DoomsDayPiece.h"
#include "Spawner.h"

LINKFROM_MODULE( DoomsDayDevice );

BEGIN_CLASS( DoomsDayDevice )
	ADD_DESTRUCTIBLE_MODEL_AGGREGATE(PF_GROUP(1), PF_HIDDEN)
	ADD_VECTORPROP_VAL_FLAG(Scale, 1.0f, 1.0f, 1.0f, PF_HIDDEN)
	ADD_BOOLPROP_FLAG(CanTransition, LTFALSE, PF_HIDDEN)
	ADD_STRINGPROP_FLAG(CommandOn, "", PF_NOTIFYCHANGE | PF_HIDDEN )
	ADD_STRINGPROP_FLAG(CommandOff, "", PF_NOTIFYCHANGE | PF_HIDDEN )
	ADD_STRINGPROP_FLAG(Type, "Doomsday_base", PF_STATICLIST | PF_DIMS | PF_LOCALDIMS | PF_HIDDEN)
	ADD_REALPROP_FLAG( DropZoneRadius, 64.0f, PF_RADIUS )
	PROP_DEFINEGROUP(GameType, PF_GROUP(16) | PF_HIDDEN)
		ADD_BOOLPROP_FLAG(SinglePlayer, 0, PF_GROUP(16))
		ADD_BOOLPROP_FLAG(Cooperative, 0, PF_GROUP(16))
		ADD_BOOLPROP_FLAG(Deathmatch, 0, PF_GROUP(16))
		ADD_BOOLPROP_FLAG(TeamDeathmatch, 0, PF_GROUP(16))
		ADD_BOOLPROP_FLAG(DoomsDay, 1, PF_GROUP(16))
	ADD_STRINGPROP_FLAG(Team, "NoTeam", PF_STATICLIST)
END_CLASS_DEFAULT_FLAGS_PLUGIN( DoomsDayDevice, PropType, NULL, NULL, 0, CDoomsDayDevicePlugin )
Example #17
0
#include "stdafx.h"
#include "AINodeGuard.h"
#include "AINodeMgr.h"
#include "AIUtils.h"
#include "AITypes.h"
#include "AIAssert.h"

LINKFROM_MODULE( AINodeGuard );

// ----------------------------------------------------------------------- //

BEGIN_CLASS(AINodeGuard)

	ADD_REALPROP_FLAG(ReturnRadius,	256.0f,		0|PF_RADIUS)

	PROP_DEFINEGROUP(GuardedNodes, PF_GROUP(1)) \

		ADD_STRINGPROP_FLAG(Node1, "", PF_GROUP(1)|PF_OBJECTLINK)
		ADD_STRINGPROP_FLAG(Node2, "", PF_GROUP(1)|PF_OBJECTLINK)
		ADD_STRINGPROP_FLAG(Node3, "", PF_GROUP(1)|PF_OBJECTLINK)
		ADD_STRINGPROP_FLAG(Node4, "", PF_GROUP(1)|PF_OBJECTLINK)
		ADD_STRINGPROP_FLAG(Node5, "", PF_GROUP(1)|PF_OBJECTLINK)
		ADD_STRINGPROP_FLAG(Node6, "", PF_GROUP(1)|PF_OBJECTLINK)
		ADD_STRINGPROP_FLAG(Node7, "", PF_GROUP(1)|PF_OBJECTLINK)
		ADD_STRINGPROP_FLAG(Node8, "", PF_GROUP(1)|PF_OBJECTLINK)
		ADD_STRINGPROP_FLAG(Node9, "", PF_GROUP(1)|PF_OBJECTLINK)
		ADD_STRINGPROP_FLAG(Node10, "", PF_GROUP(1)|PF_OBJECTLINK)
		ADD_STRINGPROP_FLAG(Node11, "", PF_GROUP(1)|PF_OBJECTLINK)
		ADD_STRINGPROP_FLAG(Node12, "", PF_GROUP(1)|PF_OBJECTLINK)
		ADD_STRINGPROP_FLAG(Node13, "", PF_GROUP(1)|PF_OBJECTLINK)
		ADD_STRINGPROP_FLAG(Node14, "", PF_GROUP(1)|PF_OBJECTLINK)
Example #18
0
//

CMDMGR_BEGIN_REGISTER_CLASS( Burn )
CMDMGR_END_REGISTER_CLASS( Burn, VolumeBrush )


BEGIN_CLASS(Filter)
	ADD_REALPROP_FLAG(Damage, 0.0f, PF_HIDDEN)
	ADD_STRINGPROP_FLAG(DamageType, "UNSPECIFIED", PF_STATICLIST | PF_HIDDEN)
	ADD_REALPROP_FLAG(Friction, 0.0f, PF_HIDDEN)
	ADD_REALPROP_FLAG(Viscosity, 0.0f, PF_HIDDEN)
	ADD_REALPROP_FLAG(Visible, 0, PF_HIDDEN)
	ADD_VECTORPROP_VAL_FLAG(Current, 0.0f, 0.0f, 0.0f, PF_HIDDEN)
	ADD_COLORPROP_FLAG(TintColor, 255.0f, 255.0f, 255.0f, PF_HIDDEN)
    ADD_COLORPROP_FLAG(LightAdd, 0.0f, 0.0f, 0.0f, PF_HIDDEN)
	PROP_DEFINEGROUP(FogStuff, PF_GROUP(2) | PF_HIDDEN)
END_CLASS_DEFAULT_FLAGS(Filter, VolumeBrush, NULL, NULL, CF_WORLDMODEL)

//
// Register the class with the command mgr plugin and add any messages to the class
//

CMDMGR_BEGIN_REGISTER_CLASS( Filter )
CMDMGR_END_REGISTER_CLASS( Filter, VolumeBrush )



BEGIN_CLASS(SafteyNet)
	ADD_REALPROP_FLAG(Damage, 0.0f, PF_HIDDEN)
	ADD_STRINGPROP_FLAG(DamageType, "UNSPECIFIED", PF_STATICLIST | PF_HIDDEN)
	ADD_REALPROP_FLAG(Friction, 0.0f, PF_HIDDEN)
Example #19
0
// CREATED : 03/23/00
//
// (c) 2000 Monolith Productions, Inc.  All Rights Reserved
//
// ----------------------------------------------------------------------- //

#include "stdafx.h"
#include "DoorKnob.h"

LINKFROM_MODULE( DoorKnob );

#pragma force_active on
BEGIN_CLASS(DoorKnob)

	// Override base-class properties...
	ADD_REALPROP_FLAG(HitPoints, 100.0f, PF_GROUP(1) | PF_HIDDEN)
	ADD_REALPROP_FLAG(MaxHitPoints, 100.0f, PF_GROUP(1) | PF_HIDDEN)
	ADD_REALPROP_FLAG(Armor, 0.0f, PF_GROUP(1) | PF_HIDDEN)
	ADD_REALPROP_FLAG(MaxArmor, 0.0f, PF_GROUP(1) | PF_HIDDEN)
    ADD_BOOLPROP_FLAG(CanHeal, LTFALSE, PF_GROUP(1) | PF_HIDDEN)
    ADD_BOOLPROP_FLAG(CanRepair, LTFALSE, PF_GROUP(1) | PF_HIDDEN)
    ADD_BOOLPROP_FLAG(CanDamage, LTFALSE, PF_GROUP(1) | PF_HIDDEN)
    ADD_BOOLPROP_FLAG(NeverDestroy, LTTRUE, PF_GROUP(1) | PF_HIDDEN)

	ADD_STRINGPROP_FLAG(Filename, "Props\\Models\\DoorKnob_01R.ltb", PF_DIMS | PF_LOCALDIMS | PF_FILENAME | PF_MODEL)
	ADD_STRINGPROP_FLAG(Skin, "Props\\Skins\\DoorKnob_01b.dtx", PF_FILENAME)

	ADD_VISIBLE_FLAG(1, PF_HIDDEN)
	ADD_GRAVITY_FLAG(0, PF_HIDDEN)
    ADD_BOOLPROP_FLAG(MoveToFloor, LTFALSE, PF_HIDDEN)
	ADD_REALPROP_FLAG(Alpha, 1.0f, PF_HIDDEN)
Example #20
0
LINKFROM_MODULE( DecisionObject );

#if defined ( PROJECT_DARK )

	#define CF_HIDDEN_DECISIONOBJECT CF_HIDDEN

#elif defined ( PROJECT_FEAR )

	#define CF_HIDDEN_DECISIONOBJECT CF_HIDDEN

#endif

BEGIN_CLASS(DecisionObject)
	ADD_REALPROP_FLAG(Radius, 300.0f, PF_RADIUS, "Activation radius.")
	PROP_DEFINEGROUP(Choice1, PF_GROUP(1), "One of the choices")
		ADD_STRINGIDPROP_FLAG(Choice1StringID, "", PF_GROUP(1) | PF_NOTIFYCHANGE, "String ID to display for choice.")
		ADD_COMMANDPROP_FLAG(Choice1Cmd, "", PF_GROUP(1) | PF_NOTIFYCHANGE, "Command to run for choice.")
	PROP_DEFINEGROUP(Choice2, PF_GROUP(2), "One of the choices")
		ADD_STRINGIDPROP_FLAG(Choice2StringID, "", PF_GROUP(2) | PF_NOTIFYCHANGE, "String ID to display for choice.")
		ADD_COMMANDPROP_FLAG(Choice2Cmd, "", PF_GROUP(2) | PF_NOTIFYCHANGE, "Command to run for choice.")
	PROP_DEFINEGROUP(Choice3, PF_GROUP(3), "One of the choices")
		ADD_STRINGIDPROP_FLAG(Choice3StringID, "", PF_GROUP(3) | PF_NOTIFYCHANGE, "String ID to display for choice.")
		ADD_COMMANDPROP_FLAG(Choice3Cmd, "", PF_GROUP(3) | PF_NOTIFYCHANGE, "Command to run for choice.")
	PROP_DEFINEGROUP(Choice4, PF_GROUP(4), "One of the choices")
		ADD_STRINGIDPROP_FLAG(Choice4StringID, "", PF_GROUP(4) | PF_NOTIFYCHANGE, "String ID to display for choice.")
		ADD_COMMANDPROP_FLAG(Choice4Cmd, "", PF_GROUP(4) | PF_NOTIFYCHANGE, "Command to run for choice.")
	PROP_DEFINEGROUP(Choice5, PF_GROUP(5), "One of the choices")
		ADD_STRINGIDPROP_FLAG(Choice5StringID, "", PF_GROUP(5) | PF_NOTIFYCHANGE, "String ID to display for choice.")
		ADD_COMMANDPROP_FLAG(Choice5Cmd, "", PF_GROUP(5) | PF_NOTIFYCHANGE, "Command to run for choice.")
	PROP_DEFINEGROUP(Choice6, PF_GROUP(6), "One of the choices")
Example #21
0
#if defined ( PROJECT_DARK )

	#define CF_HIDDEN_TURRET CF_HIDDEN

#elif defined ( PROJECT_FEAR )

	// JSC this has to be set to a value or else the parameter will be invalid
	#define CF_HIDDEN_TURRET 0

#endif

BEGIN_CLASS( Turret )
	ADD_STRINGPROP_FLAG( Filename, "", PF_HIDDEN | PF_MODEL, "This hidden property is needed in order to get the model visible within WorldEdit." )
	ADD_STRINGPROP_FLAG( TurretType, SELECTION_NONE, PF_STATICLIST | PF_DIMS | PF_LOCALDIMS, "Record within the game database to use as the template for this turret." )
	ADD_DESTRUCTIBLE_MODEL_AGGREGATE( PF_GROUP(1), 0 )
	// Default normal turrets to not get damaged or destroyed...
	ADD_BOOLPROP_FLAG( CanDamage, false, PF_GROUP(1), "Toggles whether the object can be damaged.")
	ADD_BOOLPROP_FLAG( NeverDestroy, true, PF_GROUP(1), "Toggles whether the object can be destroyed.")
	ADD_COMMANDPROP_FLAG( ActivateCommand, "", PF_NOTIFYCHANGE, "Command sent the when the Turret is activated." )
	ADD_COMMANDPROP_FLAG( DeactivateCommand, "", PF_NOTIFYCHANGE, "Command sent the when Turret is deactivated." )
	ADD_BOOLPROP( MoveToFloor, true, "If true the object is moved to the floor when created in the game." )
	ADD_PREFETCH_RESOURCE_PROPS()
END_CLASS_FLAGS_PLUGIN_PREFETCH( Turret, GameBase, CF_HIDDEN_TURRET, TurretPlugin, DefaultPrefetch<Turret>, "Places a player controlled turret within the level."  )

extern bool ValidateMsgBool( ILTPreInterface *pInterface, ConParse &cpMsgParams );

// Register with the CommandMgr...

CMDMGR_BEGIN_REGISTER_CLASS( Turret )
Example #22
0
// 
// Add props...
//


BEGIN_CLASS( SpinningWorldModel )

	// Set the type

	AWM_SET_TYPE_ROTATING

	// Overrides
	
	ADD_BOOLPROP_FLAG( BoxPhysics, LTTRUE, 0 )
	ADD_BOOLPROP_FLAG(RemainOn, LTTRUE, PF_GROUP(3) | PF_HIDDEN)
	ADD_BOOLPROP_FLAG(RotateAway, LTFALSE, PF_GROUP(3) | PF_HIDDEN)

	ADD_VECTORPROP_VAL_FLAG(RotationAngles, 0.0f, 5.0f, 0.0f, 0)

	// Override the common props...

	ADD_REALPROP_FLAG(PowerOnTime, 100.0f, 0)
	ADD_REALPROP_FLAG(PowerOffTime, 0.0f, 0)
	ADD_REALPROP_FLAG(MoveDelay, 0.0f, PF_HIDDEN)
	ADD_REALPROP_FLAG(OnWaitTime, 0.0f, PF_HIDDEN)
	ADD_REALPROP_FLAG(OffWaitTime, 0.0f, PF_HIDDEN)

END_CLASS_DEFAULT_FLAGS( SpinningWorldModel, ActiveWorldModel, NULL, NULL, CF_WORLDMODEL )

//
Example #23
0
LINKFROM_MODULE( Door );

//
// Add props...
//

BEGIN_CLASS( Door )

	// Set AWM Type

	AWM_SET_TYPE_STATIC

	// Overrides...

	ADD_REALPROP_FLAG(Mass, DOOR_DEFAULT_MASS, PF_GROUP(1))
    ADD_BOOLPROP_FLAG(NeverDestroy, LTTRUE, PF_GROUP(1))

	// Override the options group...

	ADD_BOOLPROP_FLAG(PlayerActivate, LTTRUE, PF_GROUP(3))
	ADD_BOOLPROP_FLAG(AIActivate, LTTRUE, PF_GROUP(3))
	ADD_BOOLPROP_FLAG(StartOn, LTFALSE, PF_GROUP(3) | PF_HIDDEN)
	ADD_BOOLPROP_FLAG(StartOpen, LTFALSE, PF_GROUP(3))
	ADD_BOOLPROP_FLAG(TriggerOff, LTTRUE, PF_GROUP(3) | PF_HIDDEN)
	ADD_BOOLPROP_FLAG(TriggerClose, LTTRUE, PF_GROUP(3))
	ADD_BOOLPROP_FLAG(RemainOn, LTTRUE, PF_GROUP(3) | PF_HIDDEN)
	ADD_BOOLPROP_FLAG(RemainOpen, LTTRUE, PF_GROUP(3))
	ADD_BOOLPROP_FLAG(ForceMove, LTFALSE, PF_GROUP(3))
	ADD_BOOLPROP_FLAG(Locked, LTFALSE, PF_GROUP(3))
	ADD_BOOLPROP_FLAG(RotateAway, LTTRUE, PF_GROUP(3) | PF_HIDDEN)