/** * The weapon's current angle in clockwise radians; used by certain weapon * types with angular movement. 0 = right, PI/2 = down, etc. Note: if you * want Link's shield to interact with the weapon correctly, you must set * its Dir to a direction that approximates this angle. */ int Angle; /** * Specifies whether a weapon has angular movement. */ bool Angular; /** * Whether and how the weapon's tiles should be flipped. * 0: No flip * 1: Horizontal flip * 2: Vertical flip * 3: Both (180 degree rotation) */ int Flip; /** * Whether to extend the sprite of the weapon. */ int Extend; /** * The number of tile columns composing the sprite. * Writing to this is ignored unless Extend is set to values >=3. */ int TileWidth; /** * The number of tile rows composing the sprite. * Writing to this is ignored unless Extend is set to values >=3. */ int TileHeight; /** * The width of the sprite's hitbox, or collision rectangle. */ int HitWidth; /** * The height of the sprite's hitbox, or collision rectangle. */ int HitHeight; /** * The Z-axis height of the sprite's hitbox, or collision rectangle. * The greater it is, the higher Link must jump or fly over the sprite * to avoid taking damage. */ int HitZHeight; /** * The X offset of the sprite's hitbox, or collision rectangle. * Setting it to positive or negative values will move the sprite's * hitbox left or right. */ int HitXOffset; /** * The Y offset of the sprite's hitbox, or collision rectangle. * Setting it to positive or negative values will move the sprite's * hitbox up or down. */ int HitYOffset; /** * The X offset of the sprite. * Setting it to positive or negative values will move the sprite's * tiles left or right relative to its position. */ int DrawXOffset; /** * The Y offset of the sprite. * Setting it to positive or negative values will move the sprite's * tiles up or down relative to its position. */ int DrawYOffset; /** * The Z offset of the sprite. */ int DrawZOffset;