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