R 32 levelType R 32 mode R 8 goal R 24 alignment R 32 goalVar1 R 32 goalVar2 R 32 goalVar3 R 32 unused R 8 pathcount R 24 alignment R 32 tileX R 32 tileY R 32 futureX R 32 futureY R 32 oldX R 32 oldY R 32 offsetX R 32 offsetY R 32 velocityX R 32 velocityY R 32 direction R 32 enemy R 8 enemyPositionX R 8 enemyPositionY R 16 unused R 32 _mAnimData R 32 ticksPerFrame R 32 tickCounterOfCurrentFrame R 32 numberOfFrames R 32 currentFrame R 32 _meflag R 32 isInvalid R 32 var1 R 32 var2 R 32 var3 R 32 tempPositionX R 32 tempPositionY R 32 offset2X R 32 offset2Y R 32 actionFrame R 32 maxHitPoints R 32 hitPoints R 8 ai R 8 intelligence R 16 alignment R 32 flags R 8 activeForTicks R 24 alignment R 32 unused R 32 lastX R 32 lastY R 32 rndItemSeed R 32 aiSeed R 32 unused R 8 uniqueType R 8 uniqTrans R 8 corpseId R 8 whoHit R 8 level R 8 alignment R 16 exp R 8 toHit R 8 minDamage R 8 maxDamage R 8 toHitSpecial R 8 minDamageSpecial R 8 maxDamageSpecial R 8 armorClass R 8 alignment R 16 resistance R 16 alignment R 32 talkMsg R 8 leader R 8 leaderRelation R 8 packSize R 8 lightId