R 32 levelType
R 32 mode
R 8 goal
R 24 alignment
R 32 goalVar1
R 32 goalVar2
R 32 goalVar3
R 32 unused
R 8 pathcount
R 24 alignment
R 32 tileX
R 32 tileY
R 32 futureX
R 32 futureY
R 32 oldX
R 32 oldY
R 32 offsetX
R 32 offsetY
R 32 velocityX
R 32 velocityY
R 32 direction
R 32 enemy
R 8 enemyPositionX
R 8 enemyPositionY
R 16 unused
R 32 _mAnimData
R 32 ticksPerFrame
R 32 tickCounterOfCurrentFrame
R 32 numberOfFrames
R 32 currentFrame
R 32 _meflag
R 32 isInvalid
R 32 var1
R 32 var2
R 32 var3
R 32 tempPositionX
R 32 tempPositionY
R 32 offset2X
R 32 offset2Y
R 32 actionFrame
R 32 maxHitPoints
R 32 hitPoints
R 8 ai
R 8 intelligence
R 16 alignment
R 32 flags
R 8 activeForTicks
R 24 alignment
R 32 unused
R 32 lastX
R 32 lastY
R 32 rndItemSeed
R 32 aiSeed
R 32 unused
R 8 uniqueType
R 8 uniqTrans
R 8 corpseId
R 8 whoHit
R 8 level
R 8 alignment
R 16 exp
R 8 toHit
R 8 minDamage
R 8 maxDamage
R 8 toHitSpecial
R 8 minDamageSpecial
R 8 maxDamageSpecial
R 8 armorClass
R 8 alignment
R 16 resistance
R 16 alignment
R 32 talkMsg
R 8 leader
R 8 leaderRelation
R 8 packSize
R 8 lightId
