Direction_pdir;// Direction faced by player (direction enum)
int_pgfxnum;// Bitmask indicating what variant of the sprite the player is using. Lower byte define weapon (PlayerWeaponGraphic) and higher values define armour (starting with PlayerArmorGraphic)
Direction_pdir;// Direction faced by player (direction enum)
HeroClass_pClass;
int8_t_pLevel;
int8_t_pMaxLvl;
uint8_t_pgfxnum;// Bitmask indicating what variant of the sprite the player is using. The 3 lower bits define weapon (PlayerWeaponGraphic) and the higher bits define armour (starting with PlayerArmorGraphic)
int8_t_pISplLvlAdd;
/** @brief Specifies whether players are in non-PvP mode. */
boolfriendlyMode=true;
/** @brief The next queued spell */
SpellCastInfoqueuedSpell;
/* @brief the spell that is currently casted */
/** @brief The spell that is currently being cast */
SpellCastInfoexecutedSpell;
spell_id_pTSpell;
spell_id_pRSpell;
spell_type_pRSplType;
spell_id_pSBkSpell;
int8_t_pSplLvl[64];
uint64_t_pMemSpells;// Bitmask of learned spells
uint64_t_pAblSpells;// Bitmask of abilities
uint64_t_pScrlSpells;// Bitmask of spells available via scrolls
/** @brief Bitmask of staff spell */
uint64_t_pISpells;
/** @brief Bitmask of learned spells */
uint64_t_pMemSpells;
/** @brief Bitmask of abilities */
uint64_t_pAblSpells;
/** @brief Bitmask of spells available via scrolls */
uint64_t_pScrlSpells;
SpellFlag_pSpellFlags;
spell_id_pSplHotKey[NumHotkeys];
spell_type_pSplTHotKey[NumHotkeys];
bool_pBlockFlag;
bool_pInvincible;
int8_t_pLightRad;
bool_pLvlChanging;// True when the player is transitioning between levels
char_pName[PlayerNameLength];
HeroClass_pClass;
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;
uint32_t_pExperience;
uint32_t_pNextExper;
/** @brief True when the player is transitioning between levels */
bool_pLvlChanging;
int8_t_pArmorClass;
int8_t_pMagResist;
int8_t_pFireResist;
int8_t_pLghtResist;
int_pGold;
bool_pInfraFlag;
/** Player's direction when ending movement. Also used for casting direction of SPL_FIREWALL. */