diff --git a/src/playsim/actor.h b/src/playsim/actor.h index 6ba1e706c2..89404930e0 100644 --- a/src/playsim/actor.h +++ b/src/playsim/actor.h @@ -1082,32 +1082,35 @@ public: FState *state; //VMFunction *Damage; // For missiles and monster railgun int DamageVal; - VMFunction *DamageFunc; int projectileKickback; + VMFunction *DamageFunc; // [BB] If 0, everybody can see the actor, if > 0, only members of team (VisibleToTeam-1) can see it. - uint32_t VisibleToTeam; int special1; // Special info int special2; // Special info double specialf1; // With floats we cannot use the int versions for storing position or angle data without reverting to fixed point (which we do not want.) double specialf2; + uint32_t VisibleToTeam; int weaponspecial; // Special info for weapons. int health; - uint8_t movedir; // 0-7 - int8_t visdir; - int16_t movecount; // when 0, select a new dir - int16_t strafecount; // for MF3_AVOIDMELEE - uint16_t SpawnAngle; - TObjPtr target; // thing being chased/attacked (or NULL) - // also the originator for missiles - TObjPtr lastenemy; // Last known enemy -- killough 2/15/98 - TObjPtr LastHeard; // [RH] Last actor this one heard int32_t reactiontime; // if non 0, don't attack yet; used by // player to freeze a bit after teleporting int32_t threshold; // if > 0, the target will be chased int32_t DefThreshold; // [MC] Default threshold which the actor will reset its threshold to after switching targets + + uint8_t movedir; // 0-7 + int8_t visdir; + int16_t movecount; // when 0, select a new dir + + int16_t strafecount; // for MF3_AVOIDMELEE + uint16_t SpawnAngle; + + TObjPtr target; // thing being chased/attacked (or NULL) + // also the originator for missiles + TObjPtr lastenemy; // Last known enemy -- killough 2/15/98 + TObjPtr LastHeard; // [RH] Last actor this one heard // no matter what (even if shot) player_t *player; // only valid if type of PlayerPawn TObjPtr LastLookActor; // Actor last looked for (if TIDtoHate != 0)