public _boss_update, _boss_update_func public _boss_bg_render_func, _boss_fg_render, _boss_fg_render_func public _boss_statebyte, _bb_boss_seg, _boss_hitbox_radius boss_statebyte_t union if (GAME eq 5) BSB_yumeko_interval_phase4 db ? BSB_yumeko_interval_phase7 db ? else BSB_angle_mirror_y db ? BSB_bitless_pattern_started db ? BSB_cluster_angle db ? BSB_delta_angle_between_rings db ? BSB_direction db ? BSB_gengetsu_started db ? BSB_flystep_pointreflected_frame db ? BSB_orb_count db ? BSB_orb_interval db ? BSB_origin_offset_x db ? ; pixel_t BSB_last_frame_with_bits_alive db ? BSB_pattern_num_prev db ? BSB_patterns_done db ? BSB_pellet_stack_angle db ? BSB_thicklaser_radius db ? BSB_spread db ? BSB_spread_angle db ? BSB_spread_angle_range db ? BSB_spread_delta_angle db ? BSB_spread_interval db ? BSB_spread_speed db ? BSB_spread_turns_max db ? BSB_spin_ring db ? BSB_stack db ? BSB_stack_left_angle db ? BSB_stack_right_angle db ? BSB_stacks_fired db ? BSB_subpattern_id db ? BSB_subpattern_num db ? endif boss_statebyte_t ends _boss_update dd ? _boss_fg_render dw ? if GAME eq 5 public _boss_custombullets_render _boss_custombullets_render dw ? endif _boss_bg_render_func dw ? _boss_update_func dd ? _boss_fg_render_func dw ? _boss_statebyte db 16 dup (?) _bb_boss_seg dw ? _boss_hitbox_radius Point