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168 | struct object *ACC (RW, current_weapon); /* Pointer to the weapon currently used */ |
168 | struct object *ACC (RW, current_weapon); /* Pointer to the weapon currently used */ |
169 | uint32 ACC (RW, weapontype); /* type of weapon */ |
169 | uint32 ACC (RW, weapontype); /* type of weapon */ |
170 | uint32 ACC (RW, tooltype); /* type of tool or build facility */ |
170 | uint32 ACC (RW, tooltype); /* type of tool or build facility */ |
171 | sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */ |
171 | sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */ |
172 | sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */ |
172 | sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */ |
173 | uint8 ACC (RW, will_apply); /* See crossfire.doc */ |
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174 | /* See the doc/Developers/objects for more info about body locations */ |
173 | /* See the doc/Developers/objects for more info about body locations */ |
175 | |
174 | |
176 | /* Following mostly refers to fields only used for monsters */ |
175 | /* Following mostly refers to fields only used for monsters */ |
177 | tag_t ACC (RW, ownercount); /* What count the owner had (in case owner has been freed) *///TODO: remove/fix |
176 | tag_t ACC (RW, ownercount); /* What count the owner had (in case owner has been freed) *///TODO: remove/fix |
178 | struct object *ACC (RW, enemy); /* Monster/player to follow even if not closest */ |
177 | struct object *ACC (RW, enemy); /* Monster/player to follow even if not closest */ |
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212 | uint16 ACC (RW, animation_id); /* An index into the animation array */ |
211 | uint16 ACC (RW, animation_id); /* An index into the animation array */ |
213 | uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ |
212 | uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ |
214 | uint8 ACC (RW, last_anim); /* last sequence used to draw face */ |
213 | uint8 ACC (RW, last_anim); /* last sequence used to draw face */ |
215 | sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */ |
214 | sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */ |
216 | uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ |
215 | uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ |
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216 | uint8 ACC (RW, will_apply); /* See crossfire.doc */ |
217 | |
217 | |
218 | MoveType ACC (RW, move_type); /* Type of movement this object uses */ |
218 | MoveType ACC (RW, move_type); /* Type of movement this object uses */ |
219 | MoveType ACC (RW, move_block); /* What movement types this blocks */ |
219 | MoveType ACC (RW, move_block); /* What movement types this blocks */ |
220 | MoveType ACC (RW, move_allow); /* What movement types explicitly allowd */ |
220 | MoveType ACC (RW, move_allow); /* What movement types explicitly allowd */ |
221 | MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ |
221 | MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ |