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Runtime structs

This section documents the main runtime data structures used by crimsonland.exe.

Entity pools

  • Player — Per-player state (health, position, input bindings)
  • Creature — Enemy pool (0x180 entries, 0x98 bytes each)
  • Projectile — Projectile pool (0x60 entries, 0x40 bytes each)
  • Effects — Particle, blood, and gib pools