Mark arrowon wiki documented and try to use bool for binary flag properties (doesn't make any technical difference, but conveys intent).
@@ -2401,8 +2401,6 @@ typedef struct
typedef struct entity
{
e_spawn_type spawntype; // Type of spawn (level spawn, script spawn, ...) ~~
- bool exists; // flag to determine if it is a valid entity. ~~
- bool deduct_ammo; // Check for ammo count? ~~
e_projectile_prime projectile_prime; // If this entity is a projectile, several priming values go here to set up its behavior. ~~
int playerindex; // Player controlling the entity. ~~
s_energy_status energy_status; // Health and MP. ~~
@@ -2412,7 +2410,6 @@ typedef struct entity
s_model modeldata; // model data copied here ~~
s_item_properties *item_properties; // Properties copied to an item entity when it is dropped. ~~
s_damage_recursive *recursive_damage; // Recursive damage linked list head. ~~
- bool boss; // I'm the BOSS playa, I'm the reason that you lost! ~~
unsigned int dying; // Corresponds with which remap is to be used for the dying flash ~~
unsigned int dying2; // Corresponds with which remap is to be used for the dying flash for per2 ~~
unsigned int per1; // Used to store at what health value the entity begins to flash ~~
@@ -2463,10 +2460,14 @@ typedef struct entity
//------------------------- a lot of flags ---------------------------
int seal; // If 0+, entity can't perform special with >= energy cost. ~~
- int dead; // He's dead Jim. ~~
- int jumping; // ~~
- int idling; // ~~
- int walking; // ~~
+ bool arrowon; // Display arrow icon (parrow<player>)
+ bool boss; // I'm the BOSS playa, I'm the reason that you lost! ~~
+ bool dead; // He's dead Jim. ~~
+ bool deduct_ammo; // Check for ammo count? ~~
+ bool exists; // flag to determine if it is a valid entity. ~~
+ bool jumping; // ~~
+ bool idling; // ~~
+ bool walking; // ~~
int drop;
e_attacking_state attacking;
int getting;
@@ -2493,7 +2494,7 @@ typedef struct entity
int projectile;
int toexplode; // Needed to determine if the projectile is a type that will explode (bombs, dynamite, etc)
e_animating animating; // Animation status (none, forward, reverse). ~~
- bool arrowon; // Flag to display parrow/parrow2 or not
+
unsigned pathblocked;
s_axis_principal_float *waypoints;
int numwaypoints;
