- the fourth.

This commit is contained in:
Christoph Oelckers 2017-03-08 18:47:52 +01:00
commit 8ab562ef13
107 changed files with 1041 additions and 1041 deletions

View file

@ -1054,7 +1054,7 @@ public:
int weaponspecial; // Special info for weapons.
int health;
BYTE movedir; // 0-7
uint8_t movedir; // 0-7
SBYTE visdir;
SWORD movecount; // when 0, select a new dir
SWORD strafecount; // for MF3_AVOIDMELEE
@ -1072,8 +1072,8 @@ public:
DVector3 SpawnPoint; // For nightmare respawn
WORD SpawnAngle;
int StartHealth;
BYTE WeaveIndexXY; // Separated from special2 because it's used by globally accessible functions.
BYTE WeaveIndexZ;
uint8_t WeaveIndexXY; // Separated from special2 because it's used by globally accessible functions.
uint8_t WeaveIndexZ;
int skillrespawncount;
int TIDtoHate; // TID of things to hate (0 if none)
FNameNoInit Species; // For monster families
@ -1090,8 +1090,8 @@ public:
AActor *inext, **iprev;// Links to other mobjs in same bucket
TObjPtr<AActor*> goal; // Monster's goal if not chasing anything
int waterlevel; // 0=none, 1=feet, 2=waist, 3=eyes
BYTE boomwaterlevel; // splash information for non-swimmable water sectors
BYTE MinMissileChance;// [RH] If a random # is > than this, then missile attack.
uint8_t boomwaterlevel; // splash information for non-swimmable water sectors
uint8_t MinMissileChance;// [RH] If a random # is > than this, then missile attack.
SBYTE LastLookPlayerNumber;// Player number last looked for (if TIDtoHate == 0)
ActorBounceFlags BounceFlags; // which bouncing type?
DWORD SpawnFlags; // Increased to DWORD because of Doom 64
@ -1139,9 +1139,9 @@ public:
TObjPtr<AInventory*> Inventory; // [RH] This actor's inventory
DWORD InventoryID; // A unique ID to keep track of inventory items
BYTE smokecounter;
BYTE FloatBobPhase;
BYTE FriendPlayer; // [RH] Player # + 1 this friendly monster works for (so 0 is no player, 1 is player 0, etc)
uint8_t smokecounter;
uint8_t FloatBobPhase;
uint8_t FriendPlayer; // [RH] Player # + 1 this friendly monster works for (so 0 is no player, 1 is player 0, etc)
PalEntry BloodColor;
DWORD BloodTranslation;