-//newer structs\r
-typedef struct\r
-{\r
- int x; //entity exact position on the viewable map\r
- int y; //entity exact position on the viewable map\r
- int tx; //entity tile position on the viewable map\r
- int ty; //entity tile position on the viewable map\r
- int triggerx; //entity's trigger box tile position on the viewable map\r
- int triggery; //entity's trigger box tile position on the viewable map\r
-// int sheetsetx; //NOT USED YET! entity sprite sheet set on the image x\r
-// int sheetsety; //NOT USED YET! entity sprite sheet set on the image y\r
- nibble d; //direction to render sprite!! wwww\r
- nibble pred; //prev. direction for animation changing\r
- word dire; //sprite in use\r
- nibble q; //loop variable for anumation and locking the playing to compleate the animation cycle to prevent issues with misalignment www\r
- word speed; //entity speed!\r
- word spt; //speed per tile\r
-#ifdef __WATCOMC__\r
- sprite_t *spri; // sprite used by entity\r
-#endif\r
- sword hp; //hitpoints of the entity\r
- nibble overdraww, overdrawh; // how many pixels to "overdraw" so that moving sprites with edge pixels don't leave streaks.\r
- // if the sprite's edge pixels are clear anyway, you can set this to 0.\r
- nibble /*int*/ persist_aniframe; // gonna be increased to 1 before being used, so 0 is ok for default\r
-} entity_t;\r
-\r