Add DIRECTION_NONE to e_direction enum.
@@ -1183,14 +1183,13 @@ typedef enum
COUNTERACTION_DAMAGE_NORMAL //Normal damage.
} e_counteraction_damage;
+// Caskey, Damon V.
+// 2013-12-16
+//
+// Direction (facing) enum.
typedef enum
{
- /*
- Direction (facing) enum.
- Damon V. Caskey
- 2013-12-16
- */
-
+ DIRECTION_NONE = -1, // Only to indicate a temporary direction flag isn't set or in use.
DIRECTION_LEFT,
DIRECTION_RIGHT
} e_direction;
@@ -2504,13 +2503,13 @@ typedef struct entity
e_attacking_state attacking; // ~~
e_duck_state ducking; // In or transitioning to/from duck. ~~
e_edge_state edge; // At an edge (unbalanced).
+ e_direction normaldamageflipdir; // used to reset backpain direction
e_rising_state rising; // Rise/Rise attacking. ~~
int seal; // If 0+, entity can't perform special with >= energy cost. ~~
e_explode_state toexplode; // Bomb projectiles prepared or time to detonate. ~~
e_update_mark update_mark; // Which updates are completed. ~~
- int normaldamageflipdir; // used to reset backpain direction
int frozen; // Flag to determine if an entity is frozen
int invincible; // Flag used to determine if player is currently invincible
int autokill; // Kill on end animation
