Alpha order entity timer members.
@@ -2430,29 +2430,29 @@ typedef struct entity
unsigned combostep[MAX_SPECIAL_INPUTS]; // merge into an array to clear up some code. ~~
// ---------------------- action times -------------------------------
- u32 timestamp; // Elasped time assigned when spawned. ~~
- u32 releasetime; // Delay letting go of grab when holding away command. ~~
- u32 toss_time; // Used by gravity code (If > elapsed time, gravity has no effect). ~~
- u32 nextmove; // Same as tosstime, but for X, Z movement. ~~
- u32 stalltime; // AI waits to perform actions. ~~
u32 combotime; // If not expired, continue to next attack in series combo. ~~
- u32 movetime; // For special moves. Grace time between player inputs. ~~
+ u32 guardtime; // Next time to auto adjust guardpoints. ~~
u32 freezetime; // Used to store at what point the a frozen entity becomes unfrozen. ~~
- u32 maptime; // When forcemap expires. ~~
- u32 sealtime; // When seal expires. ~~
+ u32 invinctime; // Used to set time for invincibility to expire. ~~
+ u32 knockdowntime; // When knockdown count is expired. ~~
u32 magictime; // Next time to auto adjust MP. ~~
- u32 guardtime; // Next time to auto adjust guardpoints. ~~
+ u32 maptime; // When forcemap expires. ~~
+ u32 movetime; // For special moves. Grace time between player inputs. ~~
+ u32 mpchargetime; // Next recharge tick when in the CHARGE animation. ~~
+ u32 next_hit_time; // When temporary invincibility after getting hit expires. ~~
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; // When temporary invincibility after getting hit expires. ~~
+ u32 nextmove; // Same as tosstime, but for X, Z movement. ~~
+ u32 nextthink; // Time for next main AI update. ~~
u32 pausetime; // 2012/4/30 UT: Remove lastanimpos and add this. Otherwise hit pause is always bound to frame and attack box. ~~
- u32 mpchargetime; // Next recharge tick when in the CHARGE animation. ~~
+ u32 releasetime; // Delay letting go of grab when holding away command. ~~
+ u32 sealtime; // When seal expires. ~~
u32 sleeptime; // When to start the SLEEP animation. ~~
- u32 knockdowntime; // When knockdown count is expired. ~~
- u32 invinctime; // Used to set time for invincibility to expire. ~~
- u32 turntime; // Time when entity can switch direction. ~~
+ u32 stalltime; // AI waits to perform actions. ~~
s_staydown staydown; // Delay modifiers before rise or riseattack can take place. 2011_04_08, DC: moved to struct. ~~
+ u32 timestamp; // Elasped time assigned when spawned. ~~
+ u32 toss_time; // Used by gravity code (If > elapsed time, gravity has no effect). ~~
+ u32 turntime; // Time when entity can switch direction. ~~
// -------------------------end of times ------------------------------
//------------------------- a lot of flags ---------------------------
