Missed making toexplode e_explode_status type.
@@ -2488,9 +2488,11 @@ typedef struct entity
bool turning; // Turning around. ~~
bool walking; // ~~
+ e_animating animating; // Animation status (none, forward, reverse). ~~
e_attacking_state attacking; // ~~
e_duck_state ducking; // In or transitioning to/from duck. ~~
int seal; // If 0+, entity can't perform special with >= energy cost. ~~
+ e_explode_status toexplode; // Bomb projectiles prepared or time to detonate.
int update_mark; // Which updates are completed. ~~
int inbackpain; // playing back pain/fall/rise/riseattack/die animation
@@ -2505,8 +2507,7 @@ typedef struct entity
int tocost; // Flag to determine if special costs life if doesn't hit an enemy
int noaicontrol; // pause A.I. control
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). ~~
+
unsigned pathblocked;
s_axis_principal_float *waypoints;
