class DukeActor : CoreActor native { 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; }