Use e_rising_status for riseing type.
@@ -2503,12 +2503,12 @@ typedef struct entity
e_animating animating; // Animation status (none, forward, reverse). ~~
e_attacking_state attacking; // ~~
e_duck_state ducking; // In or transitioning to/from duck. ~~
+ e_rising_status rising; // Rise/Rise attacking.
int seal; // If 0+, entity can't perform special with >= energy cost. ~~
e_explode_status toexplode; // Bomb projectiles prepared or time to detonate. ~~
e_update_mark update_mark; // Which updates are completed. ~~
- int rising; // playing rise animation
int riseattacking; // playing rise attack animation
int edge; // in edge (unbalanced)
int normaldamageflipdir; // used to reset backpain direction
