, properties(0)
, equipability(0)
+, heroMask(0)
, mostUseful(false)
, cursed(false)
td.AddField("ikari", FieldDescription(((char *)&i.ikari) - ((char *)&i), Ikari::TYPE_ID).SetReferenced().SetDescription("ikari attack of the item (sensible only for equipment)"));
td.AddField("attackanimation", FieldDescription(((char *)&i.attackAnimation) - ((char *)&i), Animation::TYPE_ID).SetReferenced().SetDescription("animation that is run when the item is used for attacking"));
td.AddField("equipability", FieldDescription(((char *)&i.equipability) - ((char *)&i), Interpreter::NUMBER_ID).SetDescription("how this item can be equipped"));
+ td.AddField("heroMask", FieldDescription(((char *)&i.heroMask) - ((char *)&i), Interpreter::NUMBER_ID).SetDescription("which heroes may equip this item"));
}
void Item::Construct(void *data) {