// monster state and behavior #ifndef __MONSTER_H #define __MONSTER_H typedef struct { uint8_t type; // type and tile index uint8_t dead_timer; uint8_t fire_timer; uint8_t path_index; // current point in path uint8_t tx, ty; // tile pos int16_t px, py; // pixel pos int8_t npx, npy; // next relative pixel path movement } monster_state_t; void M_Move(); void M_Fire(); void M_UpdateBullet(); #endif