- compacted AActor a bit by eliminating alignment gaps

This commit is contained in:
Christoph Oelckers 2022-05-31 10:10:53 +02:00
parent bc8046ac1a
commit 6b7ef697be

View file

@ -1082,32 +1082,35 @@ public:
FState *state; FState *state;
//VMFunction *Damage; // For missiles and monster railgun //VMFunction *Damage; // For missiles and monster railgun
int DamageVal; int DamageVal;
VMFunction *DamageFunc;
int projectileKickback; int projectileKickback;
VMFunction *DamageFunc;
// [BB] If 0, everybody can see the actor, if > 0, only members of team (VisibleToTeam-1) can see it. // [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 special1; // Special info
int special2; // 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 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; double specialf2;
uint32_t VisibleToTeam;
int weaponspecial; // Special info for weapons. int weaponspecial; // Special info for weapons.
int health; 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<AActor*> target; // thing being chased/attacked (or NULL)
// also the originator for missiles
TObjPtr<AActor*> lastenemy; // Last known enemy -- killough 2/15/98
TObjPtr<AActor*> LastHeard; // [RH] Last actor this one heard
int32_t reactiontime; // if non 0, don't attack yet; used by int32_t reactiontime; // if non 0, don't attack yet; used by
// player to freeze a bit after teleporting // player to freeze a bit after teleporting
int32_t threshold; // if > 0, the target will be chased 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 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<AActor*> target; // thing being chased/attacked (or NULL)
// also the originator for missiles
TObjPtr<AActor*> lastenemy; // Last known enemy -- killough 2/15/98
TObjPtr<AActor*> LastHeard; // [RH] Last actor this one heard
// no matter what (even if shot) // no matter what (even if shot)
player_t *player; // only valid if type of PlayerPawn player_t *player; // only valid if type of PlayerPawn
TObjPtr<AActor*> LastLookActor; // Actor last looked for (if TIDtoHate != 0) TObjPtr<AActor*> LastLookActor; // Actor last looked for (if TIDtoHate != 0)