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- compacted AActor a bit by eliminating alignment gaps
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1 changed files with 14 additions and 11 deletions
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@ -1082,32 +1082,35 @@ public:
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FState *state;
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//VMFunction *Damage; // For missiles and monster railgun
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int DamageVal;
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VMFunction *DamageFunc;
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int projectileKickback;
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VMFunction *DamageFunc;
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// [BB] If 0, everybody can see the actor, if > 0, only members of team (VisibleToTeam-1) can see it.
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uint32_t VisibleToTeam;
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int special1; // Special info
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int special2; // Special info
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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.)
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double specialf2;
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uint32_t VisibleToTeam;
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int weaponspecial; // Special info for weapons.
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int health;
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uint8_t movedir; // 0-7
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int8_t visdir;
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int16_t movecount; // when 0, select a new dir
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int16_t strafecount; // for MF3_AVOIDMELEE
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uint16_t SpawnAngle;
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TObjPtr<AActor*> target; // thing being chased/attacked (or NULL)
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// also the originator for missiles
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TObjPtr<AActor*> lastenemy; // Last known enemy -- killough 2/15/98
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TObjPtr<AActor*> LastHeard; // [RH] Last actor this one heard
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int32_t reactiontime; // if non 0, don't attack yet; used by
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// player to freeze a bit after teleporting
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int32_t threshold; // if > 0, the target will be chased
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int32_t DefThreshold; // [MC] Default threshold which the actor will reset its threshold to after switching targets
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uint8_t movedir; // 0-7
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int8_t visdir;
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int16_t movecount; // when 0, select a new dir
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int16_t strafecount; // for MF3_AVOIDMELEE
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uint16_t SpawnAngle;
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TObjPtr<AActor*> target; // thing being chased/attacked (or NULL)
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// also the originator for missiles
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TObjPtr<AActor*> lastenemy; // Last known enemy -- killough 2/15/98
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TObjPtr<AActor*> LastHeard; // [RH] Last actor this one heard
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// no matter what (even if shot)
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player_t *player; // only valid if type of PlayerPawn
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TObjPtr<AActor*> LastLookActor; // Actor last looked for (if TIDtoHate != 0)
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