All are accessed via this, e.g. this->HP, this->InitCreate(id)
This only lists the variables and functions handled by the converter. Any not listed here are unchanged.



Variables:

int HP, float X, float Y, float Z, float Vx, float Vy, float Jump,
float Ax, float Ay, int Dir, int Data, int CSet, int TileWidth, int TileHeight

int ID, int Type, int Rate, int Haltrate, int Homing, int Step, bool CollDetection, int DrawStyle,
int Damage, int WeaponDamage, int Stun, int Weapon, int ItemSet, int SFX, int HitWidth, int HitHeight,
int HitZHeight, int HitXOffset, int HitYOffset, int DrawXOffset, int DrawYOffset, int DrawZOffset,
int Defense[], int Attributes[], int MiscFlags

int Script, float InitD[], float Misc[]

NPC, FFC // this->NPC and this->FFC are used to access the npc and ffc pointers directly



Functions:

void Init() // Only use this after setting this->NPC
void InitCreate(int enemyID)
void InitWait(int enemyIndex, bool useEnemyPos)
void InitWait2(int enemyID, bool useEnemyPos)
void InitSpawn(int enemyID)
void InitAutoGhost(int enemyID)

void Init(int flags) // Only use this after setting this->NPC
void InitCreate(int enemyID, int flags)
void InitWait(int enemyIndex, bool useEnemyPos, int flags)
void InitWait2(int enemyID, bool useEnemyPos, int flags)
void InitSpawn(int enemyID, int flags)
void InitAutoGhost(int enemyID, int flags)

void SetFlags(int flags)
void SetFlag(int flag)
void UnsetFlag(int flag)

void SpawnAnimationPuff()
void SpawnAnimationFlicker()

bool Waitframe(bool clearOnDeath, bool quitOnDeath)
bool Waitframe2(bool clearOnDeath, bool quitOnDeath)
bool WaitframeLight()
bool Waitframes(bool clearOnDeath, bool quitOnDeath, int numFrames)
bool Waitframe2s(bool clearOnDeath, bool quitOnDeath, int numFrames)
bool WaitframesLight(int numFrames)

void CheckHit()
bool CheckFreeze()

void Move(int dir, float step, int imprecision)
void MoveXY(float xStep, float yStep, int imprecision)
void MoveAtAngle(float angle, float step, int imprecision)
void MoveTowardLink(float step, int imprecision)

bool CanMove(int dir, float step, int imprecision)
bool CanMovePixel(int x, int y)

float HaltingWalk4(int counter, int step, int rate, int homing, int hunger, int haltRate, int haltTime)
int ConstantWalk4(int counter, int step, int rate, int homing, int hunger)
int ConstantWalk8(int counter, int step, int rate, int homing, int hunger)
int VariableWalk8(int counter, int step, int rate, int homing, int hunger, int turnCheckTime)

void Transform(int combo, int cset, int tileWidth, int tileHeight)
void SetHitOffsets(float top, float bottom, float left, float right)

void SwapNPC(npc newGhost, bool copyHP)
void ReplaceNPC(npc newGhost, bool copyHP)

void StoreDefenses(int storedDefense[])
void SetDefenses(int defense[])
void SetAllDefenses(int defType)

void ForceDir(int dir)
void ForceCSet(int cset)

void StartFlashing()
void StartFlashing(int time)
void StopFlashing()
void StopKnockback()

bool Ghost_GotHit()
void Ghost_Explode()
void Ghost_SetPosition()

isValid()
GetName(int buffer[])
