Sint32_pfutx;// Future tile X-position of player. Set at start of walking animation
Sint32_pfuty;// Future tile Y-position of player. Set at start of walking animation
Sint32_ptargx;// Target tile X-position for player movment. Set during pathfinding
Sint32_ptargy;// Target tile Y-position for player movment. Set during pathfinding
Sint32_pownerx;// Tile X-position of player. Set via network on player input
Sint32_pownery;// Tile X-position of player. Set via network on player input
Sint32_poldx;// Most recent X-position in dPlayer.
Sint32_poldy;// Most recent Y-position in dPlayer.
Sint32_pxoff;// Player sprite's pixel X-offset from tile.
Sint32_pyoff;// Player sprite's pixel Y-offset from tile.
Sint32_pxvel;// Pixel X-velocity while walking. Indirectly applied to _pxoff via _pvar6
Sint32_pyvel;// Pixel Y-velocity while walking. Indirectly applied to _pyoff via _pvar7
intdestParam4;
intplrlevel;
int_px;// Tile X-position of player
int_py;// Tile Y-position of player
int_pfutx;// Future tile X-position of player. Set at start of walking animation
int_pfuty;// Future tile Y-position of player. Set at start of walking animation
int_ptargx;// Target tile X-position for player movment. Set during pathfinding
int_ptargy;// Target tile Y-position for player movment. Set during pathfinding
int_pownerx;// Tile X-position of player. Set via network on player input
int_pownery;// Tile X-position of player. Set via network on player input
int_poldx;// Most recent X-position in dPlayer.
int_poldy;// Most recent Y-position in dPlayer.
int_pxoff;// Player sprite's pixel X-offset from tile.
int_pyoff;// Player sprite's pixel Y-offset from tile.
int_pxvel;// Pixel X-velocity while walking. Indirectly applied to _pxoff via _pvar6
int_pyvel;// Pixel Y-velocity while walking. Indirectly applied to _pyoff via _pvar7
direction_pdir;// Direction faced by player (direction enum)
Sint32_pgfxnum;// Bitmask indicating what variant of the sprite the player is using. Lower byte define weapon (anim_weapon_id) and higher values define armour (starting with anim_armor_id)
Uint8*_pAnimData;
Sint32_pAnimDelay;// Tick length of each frame in the current animation
Sint32_pAnimCnt;// Increases by one each game tick, counting how close we are to _pAnimDelay
Sint32_pAnimLen;// Number of frames in current animation
Sint32_pAnimFrame;// Current frame of animation.
Sint32_pAnimWidth;
Sint32_pAnimWidth2;
Sint32_pAnimNumSkippedFrames;// Number of Frames that will be skipped (for example with modifier "faster attack")
Sint32_pAnimGameTicksSinceSequenceStarted;// Number of GameTicks after the current animation sequence started
Sint32_pAnimStopDistributingAfterFrame;// Distribute the NumSkippedFrames only before this frame
Sint32_plid;
Sint32_pvid;
int_pgfxnum;// Bitmask indicating what variant of the sprite the player is using. Lower byte define weapon (anim_weapon_id) and higher values define armour (starting with anim_armor_id)
uint8_t*_pAnimData;
int_pAnimDelay;// Tick length of each frame in the current animation
int_pAnimCnt;// Increases by one each game tick, counting how close we are to _pAnimDelay
int_pAnimLen;// Number of frames in current animation
int_pAnimFrame;// Current frame of animation.
int_pAnimWidth;
int_pAnimWidth2;
int_pAnimNumSkippedFrames;// Number of Frames that will be skipped (for example with modifier "faster attack")
int_pAnimGameTicksSinceSequenceStarted;// Number of GameTicks after the current animation sequence started
int_pAnimStopDistributingAfterFrame;// Distribute the NumSkippedFrames only before this frame
int_plid;
int_pvid;
spell_id_pSpell;
spell_type_pSplType;
Sint8_pSplFrom;// TODO Create enum
int8_t_pSplFrom;// TODO Create enum
spell_id_pTSpell;
spell_type_pTSplType;
spell_id_pRSpell;
@ -194,134 +194,134 @@ struct PlayerStruct {
spell_id_pSBkSpell;
spell_type_pSBkSplType;
int8_t_pSplLvl[64];
Uint64_pMemSpells;// Bitmask of learned spells
Uint64_pAblSpells;// Bitmask of abilities
Uint64_pScrlSpells;// Bitmask of spells available via scrolls
Uint8_pSpellFlags;
uint64_t_pMemSpells;// Bitmask of learned spells
uint64_t_pAblSpells;// Bitmask of abilities
uint64_t_pScrlSpells;// Bitmask of spells available via scrolls
uint8_t_pSpellFlags;
spell_id_pSplHotKey[4];
spell_type_pSplTHotKey[4];
player_weapon_type_pwtype;
bool_pBlockFlag;
bool_pInvincible;
Sint8_pLightRad;
int8_t_pLightRad;
bool_pLvlChanging;// True when the player is transitioning between levels
char_pName[PLR_NAME_LEN];
HeroClass_pClass;
Sint32_pStrength;
Sint32_pBaseStr;
Sint32_pMagic;
Sint32_pBaseMag;
Sint32_pDexterity;
Sint32_pBaseDex;
Sint32_pVitality;
Sint32_pBaseVit;
Sint32_pStatPts;
Sint32_pDamageMod;
Sint32_pBaseToBlk;
Sint32_pHPBase;
Sint32_pMaxHPBase;
Sint32_pHitPoints;
Sint32_pMaxHP;
Sint32_pHPPer;
Sint32_pManaBase;
Sint32_pMaxManaBase;
Sint32_pMana;
Sint32_pMaxMana;
Sint32_pManaPer;
Sint8_pLevel;
Sint8_pMaxLvl;
Sint32_pExperience;
Sint32_pMaxExp;
Sint32_pNextExper;
Sint8_pArmorClass;
Sint8_pMagResist;
Sint8_pFireResist;
Sint8_pLghtResist;
Sint32_pGold;
int_pStrength;
int_pBaseStr;
int_pMagic;
int_pBaseMag;
int_pDexterity;
int_pBaseDex;
int_pVitality;
int_pBaseVit;
int_pStatPts;
int_pDamageMod;
int_pBaseToBlk;
int_pHPBase;
int_pMaxHPBase;
int_pHitPoints;
int_pMaxHP;
int_pHPPer;
int_pManaBase;
int_pMaxManaBase;
int_pMana;
int_pMaxMana;
int_pManaPer;
int8_t_pLevel;
int8_t_pMaxLvl;
int_pExperience;
int_pMaxExp;
int_pNextExper;
int8_t_pArmorClass;
int8_t_pMagResist;
int8_t_pFireResist;
int8_t_pLghtResist;
int_pGold;
bool_pInfraFlag;
Sint32_pVar1;// Used for referring to X-position of player when finishing moving one tile (also used to define target coordinates for spells and ranged attacks)
Sint32_pVar2;// Used for referring to Y-position of player when finishing moving one tile (also used to define target coordinates for spells and ranged attacks)
int_pVar1;// Used for referring to X-position of player when finishing moving one tile (also used to define target coordinates for spells and ranged attacks)
int_pVar2;// Used for referring to Y-position of player when finishing moving one tile (also used to define target coordinates for spells and ranged attacks)
direction_pVar3;// Player's direction when ending movement. Also used for casting direction of SPL_FIREWALL.
Sint32_pVar4;// Used for storing X-position of a tile which should have its BFLAG_PLAYERLR flag removed after walking. When starting to walk the game places the player in the dPlayer array -1 in the Y coordinate, and uses BFLAG_PLAYERLR to check if it should be using -1 to the Y coordinate when rendering the player (also used for storing the level of a spell when the player casts it)
Sint32_pVar5;// Used for storing Y-position of a tile which should have its BFLAG_PLAYERLR flag removed after walking. When starting to walk the game places the player in the dPlayer array -1 in the Y coordinate, and uses BFLAG_PLAYERLR to check if it should be using -1 to the Y coordinate when rendering the player (also used for storing the level of a spell when the player casts it)
Sint32_pVar6;// Same as _pxoff but contains the value in a higher range
Sint32_pVar7;// Same as _pyoff but contains the value in a higher range
Sint32_pVar8;// Used for counting how close we are to reaching the next tile when walking (usually counts to 8, which is equal to the walk animation length). Also used for stalling the appearance of the options screen after dying in singleplayer
int_pVar4;// Used for storing X-position of a tile which should have its BFLAG_PLAYERLR flag removed after walking. When starting to walk the game places the player in the dPlayer array -1 in the Y coordinate, and uses BFLAG_PLAYERLR to check if it should be using -1 to the Y coordinate when rendering the player (also used for storing the level of a spell when the player casts it)
int_pVar5;// Used for storing Y-position of a tile which should have its BFLAG_PLAYERLR flag removed after walking. When starting to walk the game places the player in the dPlayer array -1 in the Y coordinate, and uses BFLAG_PLAYERLR to check if it should be using -1 to the Y coordinate when rendering the player (also used for storing the level of a spell when the player casts it)
int_pVar6;// Same as _pxoff but contains the value in a higher range
int_pVar7;// Same as _pyoff but contains the value in a higher range
int_pVar8;// Used for counting how close we are to reaching the next tile when walking (usually counts to 8, which is equal to the walk animation length). Also used for stalling the appearance of the options screen after dying in singleplayer