Mark next_hit_time as wiki documented.
@@ -2448,7 +2448,7 @@ typedef struct entity
u32 nextanim; // Time for next frame (or to mark animation finished). ~~
u32 nextthink; // Time for next main AI update. ~~
u32 nextattack; // Time for next chance to attack. ~~
- u32 next_hit_time;
+ u32 next_hit_time; // When temporary invincibility after getting hit expires. ~~
u32 pausetime; // 2012/4/30 UT: Remove lastanimpos and add this. Otherwise hit pause is always bound to frame and attack box.
u32 mpchargetime; // For the CHARGE animation
u32 sleeptime; // For the SLEEP animation
