pub const raw = @cImport({ @cInclude("common.h"); @cInclude("rng.h"); }); pub const StatusEffectType = raw.StatusEffectType; pub const StatusEffect = raw.StatusEffect; pub const Player = raw.Player; pub const Enemy = raw.Enemy; pub const DamageClass = raw.DamageClass; pub const EFFECT_NONE = raw.EFFECT_NONE; pub const EFFECT_POISON = raw.EFFECT_POISON; pub const EFFECT_STUN = raw.EFFECT_STUN; pub const EFFECT_BLEED = raw.EFFECT_BLEED; pub const EFFECT_WEAKEN = raw.EFFECT_WEAKEN; pub const EFFECT_BURN = raw.EFFECT_BURN; pub const DMG_SLASH = raw.DMG_SLASH; pub const DMG_IMPACT = raw.DMG_IMPACT; pub const DMG_PIERCE = raw.DMG_PIERCE; pub const DMG_FIRE = raw.DMG_FIRE; pub const DMG_POISON = raw.DMG_POISON; pub const ENEMY_GOBLIN = raw.ENEMY_GOBLIN; pub const ENEMY_SKELETON = raw.ENEMY_SKELETON; pub const ENEMY_ORC = raw.ENEMY_ORC; pub const MAX_EFFECTS = raw.MAX_EFFECTS; pub const NUM_DMG_CLASSES = raw.NUM_DMG_CLASSES; pub const WEAKEN_ATTACK_REDUCTION = raw.WEAKEN_ATTACK_REDUCTION; pub const POISON_BASE_DAMAGE = raw.POISON_BASE_DAMAGE; pub const BLEED_STACK_DAMAGE = raw.BLEED_STACK_DAMAGE; pub const BURN_BASE_DAMAGE = raw.BURN_BASE_DAMAGE; pub const UNARMED_CRIT_CHANCE = raw.UNARMED_CRIT_CHANCE; pub const UNARMED_CRIT_MULT = raw.UNARMED_CRIT_MULT; pub const UNARMED_STATUS_CHANCE = raw.UNARMED_STATUS_CHANCE; pub const ENEMY_CRIT_CHANCE = raw.ENEMY_CRIT_CHANCE; pub const ENEMY_CRIT_MULT = raw.ENEMY_CRIT_MULT; pub const rng_int = raw.rng_int;