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#include"gameEffects.h"
typedef struct
{
unsigned int classId;
unsigned int hue;
}actorAppearanceData_t;
typedef struct
{
int level;
int healthCurrent;
int healthMax;
int healthBonus;
}actorStats_t;
typedef struct _actor_t
{
int entityId;
int entityClassId;
char name[64];
char family[64];
actorStats_t stats;
actorAppearanceData_t appearanceData[21]; // should move this to manifestation and npc structure? (Because not used by monsters)
float posX;
float posY;
float posZ;
float rotation;
int attackstyle;
int actionid;
bool isRunning;
bool inCombatMode;
mapCellLocation_t cellLocation;
gameEffect_t *activeEffects;
char state;
}actor_t;
#define ACTOR_STATE_ALIVE 0
#define ACTOR_STATE_DEAD 1
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