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TWINE: removed unused and added new comments
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@ -186,16 +186,16 @@ public:
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int32 _entity = 0; // costumeIndex - index into bodyTable
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BodyType _body = BodyType::btNormal;
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AnimationTypes _anim = AnimationTypes::kAnimNone;
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AnimationTypes _animExtra = AnimationTypes::kStanding; //field_2
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AnimationTypes _animExtra = AnimationTypes::kStanding;
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AnimationTypes _animExtraPtr = AnimationTypes::kAnimNone;
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int32 _sprite = 0; // field_8
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int32 _sprite = 0;
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EntityData *_entityDataPtr = nullptr;
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int16 _actorIdx = 0; // own actor index
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IVec3 _pos;
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int32 _strengthOfHit = 0; // field_66
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int32 _strengthOfHit = 0;
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int32 _hitBy = 0;
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BonusParameter _bonusParameter; // field_10
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BonusParameter _bonusParameter;
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int32 _angle = 0; // facing angle of actor. Minumum is 0 (SW). Going counter clock wise
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int32 _speed = 0;
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ControlMode _controlMode = ControlMode::kNoMove;
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@ -205,9 +205,9 @@ public:
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int32 _cropRight = 0;
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int32 _cropBottom = 0;
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int32 _followedActor = 0; // same as info3
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int32 _bonusAmount = 0; // field_12
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int32 _bonusAmount = 0;
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int32 _talkColor = COLOR_BLACK;
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int32 _armor = 0; // field_14
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int32 _armor = 0;
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int32 _life = 0;
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IVec3 _collisionPos;
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@ -224,7 +224,13 @@ public:
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int32 _currentLabelPtr = 0; // pointer to LABEL offset
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int32 _pausedTrackPtr = 0;
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/**
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* colliding actor id
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*/
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int32 _collision = 0;
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/**
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* actor id we are standing on
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*/
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int32 _standOn = 0;
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int32 _zone = 0;
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@ -233,9 +239,9 @@ public:
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int32 _previousAnimIdx = 0;
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int32 _doorStatus = 0;
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int32 _animPosition = 0;
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AnimType _animType = AnimType::kAnimationTypeLoop; // field_78
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AnimType _animType = AnimType::kAnimationTypeLoop;
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int32 _spriteActorRotation = 0;
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int32 _brickSound = 0; // field_7A
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int32 _brickSound = 0;
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BoundingBox _boudingBox;
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ActorMoveStruct _move;
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