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const ORIG_FRICTION_FACTOR = (2048/65536.); // original value
const DEFMORPHTICS = 40 * TICRATE;
const MELEEDELTA = 20;
// flags are not defined here, the native fields for those get synthesized from the internal tables.
// for some comments on these fields, see their native representations in actor.h.
native readonly Actor snext; // next in sector list.
native PlayerInfo Player;
native readonly ViewPosition ViewPos; // Will be null until A_SetViewPos() is called for the first time.
native readonly vector3 Pos;
native vector3 Prev;
native uint ThruBits;
native vector2 SpriteOffset;
native vector3 WorldOffset;
native double spriteAngle;
native double spriteRotation;
native float VisibleStartAngle;
native float VisibleStartPitch;
native float VisibleEndAngle;
native float VisibleEndPitch;
native double Angle;
native double Pitch;
native double Roll;
native vector3 Vel;
native double Speed;
native double FloatSpeed;
native SpriteID sprite;
native uint8 frame;
native vector2 Scale;
native TextureID picnum;
native double Alpha;
native readonly color fillcolor; // must be set with SetShade to initialize correctly.
native Sector CurSector;
native double CeilingZ;
native double FloorZ;
native double DropoffZ;
native Sector floorsector;
native TextureID floorpic;
native int floorterrain;
native Sector ceilingsector;
native TextureID ceilingpic;
native double Height;
native readonly double Radius;
native readonly double RenderRadius;
native double projectilepassheight;
native int tics;
native readonly State CurState;
native readonly int Damage;
native int projectilekickback;
native int special1;
native int special2;
native double specialf1;
native double specialf2;
native int weaponspecial;
native int Health;
native uint8 movedir;
native int8 visdir;
native int16 movecount;
native int16 strafecount;
native Actor Target;
native Actor Master;
native Actor Tracer;
native Actor LastHeard;
native Actor LastEnemy;
native Actor LastLookActor;
native int ReactionTime;
native int Threshold;
native readonly int DefThreshold;
native vector3 SpawnPoint;
native uint16 SpawnAngle;
native int StartHealth;
native uint8 WeaveIndexXY;
native uint8 WeaveIndexZ;
native uint16 skillrespawncount;
native int Args[5];
native int Mass;
native int Special;
native readonly int TID;
native readonly int TIDtoHate;
native readonly int WaterLevel;
native readonly double WaterDepth;
native int Score;
native int Accuracy;
native int Stamina;
native double MeleeRange;
native int PainThreshold;
native double Gravity;
native double FloorClip;
native name DamageType;
native name DamageTypeReceived;
native uint8 FloatBobPhase;
native double FloatBobStrength;
native int RipperLevel;
native int RipLevelMin;
native int RipLevelMax;
native name Species;
native Actor Alternative;
native Actor goal;