- the fourth.
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107 changed files with 1041 additions and 1041 deletions
16
src/actor.h
16
src/actor.h
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@ -1054,7 +1054,7 @@ public:
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int weaponspecial; // Special info for weapons.
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int health;
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BYTE movedir; // 0-7
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uint8_t movedir; // 0-7
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SBYTE visdir;
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SWORD movecount; // when 0, select a new dir
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SWORD strafecount; // for MF3_AVOIDMELEE
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@ -1072,8 +1072,8 @@ public:
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DVector3 SpawnPoint; // For nightmare respawn
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WORD SpawnAngle;
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int StartHealth;
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BYTE WeaveIndexXY; // Separated from special2 because it's used by globally accessible functions.
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BYTE WeaveIndexZ;
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uint8_t WeaveIndexXY; // Separated from special2 because it's used by globally accessible functions.
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uint8_t WeaveIndexZ;
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int skillrespawncount;
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int TIDtoHate; // TID of things to hate (0 if none)
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FNameNoInit Species; // For monster families
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@ -1090,8 +1090,8 @@ public:
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AActor *inext, **iprev;// Links to other mobjs in same bucket
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TObjPtr<AActor*> goal; // Monster's goal if not chasing anything
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int waterlevel; // 0=none, 1=feet, 2=waist, 3=eyes
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BYTE boomwaterlevel; // splash information for non-swimmable water sectors
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BYTE MinMissileChance;// [RH] If a random # is > than this, then missile attack.
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uint8_t boomwaterlevel; // splash information for non-swimmable water sectors
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uint8_t MinMissileChance;// [RH] If a random # is > than this, then missile attack.
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SBYTE LastLookPlayerNumber;// Player number last looked for (if TIDtoHate == 0)
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ActorBounceFlags BounceFlags; // which bouncing type?
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DWORD SpawnFlags; // Increased to DWORD because of Doom 64
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@ -1139,9 +1139,9 @@ public:
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TObjPtr<AInventory*> Inventory; // [RH] This actor's inventory
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DWORD InventoryID; // A unique ID to keep track of inventory items
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BYTE smokecounter;
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BYTE FloatBobPhase;
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BYTE FriendPlayer; // [RH] Player # + 1 this friendly monster works for (so 0 is no player, 1 is player 0, etc)
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uint8_t smokecounter;
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uint8_t FloatBobPhase;
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uint8_t FriendPlayer; // [RH] Player # + 1 this friendly monster works for (so 0 is no player, 1 is player 0, etc)
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PalEntry BloodColor;
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DWORD BloodTranslation;
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