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class DukeActor : CoreActor native
{
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native DukeActor ownerActor, hitOwnerActor;
native uint8 cgg;
native uint8 spriteextra; // moved here for easier maintenance. This was originally a hacked in field in the sprite structure called 'filler'.
native int16 /*attackertype,*/ hitang, hitextra, movflag;
native int16 tempang; /*, dispicnum;*/
native int16 timetosleep;
native int floorz, ceilingz;
native int saved_ammo;
native int palvals;
native int temp_data[6];
native private int flags1, flags2;
//walltype* temp_walls[2]; // SE20 + SE128
//sectortype* temp_sect, *actorstayput;
native DukeActor temp_actor, seek_actor;
flagdef Inventory: flags1, 0;
flagdef ShrinkAutoaim: flags1, 1;
flagdef Badguy: flags1, 2;
flagdef ForceAutoaim: flags1, 3;
flagdef Boss: flags1, 4;
flagdef Badguystayput: flags1, 5;
flagdef GreenSlimeFood: flags1, 6;
flagdef NoDamagePush: flags1, 7;
flagdef NoWaterDrip: flags1, 8;
flagdef InternalBadguy: flags1, 9;
flagdef Killcount: flags1, 10;
flagdef NoCanSeeCheck: flags1, 11;
flagdef HitRadiusCheck: flags1, 12;
flagdef MoveFTA_CheckSee: flags1, 13;
flagdef MoveFTA_MakeStandable: flags1, 14;
flagdef TriggerIfHitSector: flags1, 15;
//flagdef MoveFTA_WakeupCheck: flags1, 16; // this one needs to be auto-set for RR, not for Duke, should not be exposed unless the feature becomes generally available.
flagdef CheckSeeWithPal8: flags1, 17;
flagdef NoShadow: flags1, 18;
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}