Since the game uses global state to define its patterns, we'd really
like to see immediately which of the structure fields are relevant for
spawning bullets. This makes it easier to spot which of the patterns
rely on fields set in previous patterns – and there are several that
do.
Part of P0190, funded by nrook.
motion_t is also used for certain animations in MAINE.EXE, so not all
instances refer to entities in playfield space. Explicitly specifying
the latter now allows us to gain…
Part of P0149, funded by Blue Bolt, Ember2528, and -Tom-.
*Technically* also a uth05win inaccuracy. That codebase went with
"KnifeBullet", which seemed right, so I just ran with it without
researching it further… My bad.
(Maintenance mode commit)