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/cvs/deliantra/server/include/object.h
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Comparing deliantra/server/include/object.h (file contents):
Revision 1.31 by root, Tue Sep 12 01:26:07 2006 UTC vs.
Revision 1.32 by root, Tue Sep 12 18:15:34 2006 UTC

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 */
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 */
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 */
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 */

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