[Scummvm-git-logs] scummvm master -> bad74a45c05d3ff4678ce460b7dbc31331954e06

Strangerke noreply at scummvm.org
Fri Jan 17 07:59:38 UTC 2025


This automated email contains information about 1 new commit which have been
pushed to the 'scummvm' repo located at https://github.com/scummvm/scummvm .

Summary:
bad74a45c0 GOT: Start renaming ACTOR


Commit: bad74a45c05d3ff4678ce460b7dbc31331954e06
    https://github.com/scummvm/scummvm/commit/bad74a45c05d3ff4678ce460b7dbc31331954e06
Author: Strangerke (arnaud.boutonne at gmail.com)
Date: 2025-01-17T08:59:28+01:00

Commit Message:
GOT: Start renaming ACTOR

Changed paths:
    engines/got/console.cpp
    engines/got/data/actor.cpp
    engines/got/data/actor.h
    engines/got/data/level.h
    engines/got/game/back.cpp
    engines/got/game/boss1.cpp
    engines/got/game/boss2.cpp
    engines/got/game/boss3.cpp
    engines/got/game/init.cpp
    engines/got/game/main.cpp
    engines/got/game/move.cpp
    engines/got/game/move_patterns.cpp
    engines/got/game/object.cpp
    engines/got/game/script.cpp
    engines/got/game/shot_movement.cpp
    engines/got/game/shot_pattern.cpp
    engines/got/game/special_tile.cpp
    engines/got/game/status.cpp
    engines/got/gfx/image.cpp
    engines/got/got.cpp
    engines/got/views/game_content.cpp
    engines/got/views/game_status.cpp


diff --git a/engines/got/console.cpp b/engines/got/console.cpp
index acc88eb4692..ebbcc42d9c9 100644
--- a/engines/got/console.cpp
+++ b/engines/got/console.cpp
@@ -145,8 +145,8 @@ bool Console::cmdLevel(int argc, const char **argv) {
 }
 
 bool Console::cmdFlying(int argc, const char **argv) {
-	_G(thor)->flying = !_G(thor)->flying;
-	debugPrintf("Flying is %s\n", _G(thor)->flying ? "on" : "off");
+	_G(thor)->_flying = !_G(thor)->_flying;
+	debugPrintf("Flying is %s\n", _G(thor)->_flying ? "on" : "off");
 	return true;
 }
 
diff --git a/engines/got/data/actor.cpp b/engines/got/data/actor.cpp
index f0d3c4d0a84..682d5db939f 100644
--- a/engines/got/data/actor.cpp
+++ b/engines/got/data/actor.cpp
@@ -26,31 +26,31 @@
 namespace Got {
 
 void ACTOR::loadFixed(Common::SeekableReadStream *src) {
-	move = src->readByte();
-	width = src->readByte();
-	height = src->readByte();
-	directions = src->readByte();
-	frames = src->readByte();
-	frame_speed = src->readByte();
-	src->read(frame_sequence, 4);
-	speed = src->readByte();
-	size_x = src->readByte();
-	size_y = src->readByte();
-	strength = src->readByte();
-	health = src->readByte();
-	num_moves = src->readByte();
-	shot_type = src->readByte();
-	shot_pattern = src->readByte();
-	shots_allowed = src->readByte();
-	solid = src->readByte();
-	flying = src->readByte();
-	rating = src->readByte();
-	type = src->readByte();
-	src->read(name, 9);
-	func_num = src->readByte();
-	func_pass = src->readByte();
-	magic_hurts = src->readSint16LE();
-	src->read(future1, 4);
+	_moveType = src->readByte();
+	_width = src->readByte();
+	_height = src->readByte();
+	_directions = src->readByte();
+	_framesPerDirection = src->readByte();
+	_frameSpeed = src->readByte();
+	src->read(_frameSequence, 4);
+	_speed = src->readByte();
+	_sizeX = src->readByte();
+	_sizeY = src->readByte();
+	_hitStrength = src->readByte();
+	_health = src->readByte();
+	_numMoves = src->readByte();
+	_shotType = src->readByte();
+	_shotPattern = src->readByte();
+	_numShotsAllowed = src->readByte();
+	_solid = src->readByte();
+	_flying = src->readByte() == 1;
+	_dropRating = src->readByte();
+	_type = src->readByte();
+	src->read(_name, 9);
+	_funcNum = src->readByte();
+	_funcPass = src->readByte();
+	_magicHurts = src->readSint16LE();
+	src->read(_future1, 4);
 }
 
 void ACTOR::loadFixed(const byte *src) {
@@ -59,31 +59,31 @@ void ACTOR::loadFixed(const byte *src) {
 }
 
 void ACTOR::copyFixedAndPics(const ACTOR &src) {
-	move = src.move;
-	width = src.width;
-	height = src.height;
-	directions = src.directions;
-	frames = src.frames;
-	frame_speed = src.frame_speed;
-	Common::copy(src.frame_sequence, src.frame_sequence + 4, frame_sequence);
-	speed = src.speed;
-	size_x = src.size_x;
-	size_y = src.size_y;
-	strength = src.strength;
-	health = src.health;
-	num_moves = src.num_moves;
-	shot_type = src.shot_type;
-	shot_pattern = src.shot_pattern;
-	shots_allowed = src.shots_allowed;
-	solid = src.solid;
-	flying = src.flying;
-	rating = src.rating;
-	type = src.type;
-	Common::copy(src.name, src.name + 9, name);
-	func_num = src.func_num;
-	func_pass = src.func_pass;
-	magic_hurts = src.magic_hurts;
-	Common::copy(src.future1, src.future1 + 4, future1);
+	_moveType = src._moveType;
+	_width = src._width;
+	_height = src._height;
+	_directions = src._directions;
+	_framesPerDirection = src._framesPerDirection;
+	_frameSpeed = src._frameSpeed;
+	Common::copy(src._frameSequence, src._frameSequence + 4, _frameSequence);
+	_speed = src._speed;
+	_sizeX = src._sizeX;
+	_sizeY = src._sizeY;
+	_hitStrength = src._hitStrength;
+	_health = src._health;
+	_numMoves = src._numMoves;
+	_shotType = src._shotType;
+	_shotPattern = src._shotPattern;
+	_numShotsAllowed = src._numShotsAllowed;
+	_solid = src._solid;
+	_flying = src._flying;
+	_dropRating = src._dropRating;
+	_type = src._type;
+	Common::copy(src._name, src._name + 9, _name);
+	_funcNum = src._funcNum;
+	_funcPass = src._funcPass;
+	_magicHurts = src._magicHurts;
+	Common::copy(src._future1, src._future1 + 4, _future1);
 
 	// Copy all the surfaces for all the directions over
 	for (int d = 0; d < DIRECTION_COUNT; ++d) {
@@ -97,54 +97,54 @@ ACTOR &ACTOR::operator=(const ACTOR &src) {
 	copyFixedAndPics(src);
 
 	// Copy temporary fields
-	frame_count = src.frame_count;
-	dir = src.dir;
-	last_dir = src.last_dir;
-	x = src.x;
-	y = src.y;
-	center = src.center;
-	Common::copy(src.last_x, src.last_x + 2, last_x);
-	Common::copy(src.last_y, src.last_y + 2, last_y);
-	used = src.used;
-	next = src.next;
-	speed_count = src.speed_count;
-	vunerable = src.vunerable;
-	shot_cnt = src.shot_cnt;
-	num_shots = src.num_shots;
-	creator = src.creator;
-	pause = src.pause;
-	actor_num = src.actor_num;
-	move_count = src.move_count;
-	dead = src.dead;
-	toggle = src.toggle;
-	center_x = src.center_x;
-	center_y = src.center_y;
-	show = src.show;
-	temp1 = src.temp1;
-	temp2 = src.temp2;
-	counter = src.counter;
-	move_counter = src.move_counter;
-	edge_counter = src.edge_counter;
-	temp3 = src.temp3;
-	temp4 = src.temp4;
-	temp5 = src.temp5;
-	hit_thor = src.hit_thor;
-	rand = src.rand;
-	init_dir = src.init_dir;
-	pass_value = src.pass_value;
-	shot_actor = src.shot_actor;
-	magic_hit = src.magic_hit;
-	temp6 = src.temp6;
-	i1 = src.i1;
-	i2 = src.i2;
-	i3 = src.i3;
-	i4 = src.i4;
-	i5 = src.i5;
-	i6 = src.i6;
-	init_health = src.init_health;
-	talk_counter = src.talk_counter;
-	etype = src.etype;
-	Common::copy(src.future2, src.future2 + 25, future2);
+	_frameCount = src._frameCount;
+	_dir = src._dir;
+	_lastDir = src._lastDir;
+	_x = src._x;
+	_y = src._y;
+	_center = src._center;
+	Common::copy(src._lastX, src._lastX + 2, _lastX);
+	Common::copy(src._lastY, src._lastY + 2, _lastY);
+	_active = src._active;
+	_nextFrame = src._nextFrame;
+	_moveCountdown = src._moveCountdown;
+	_vulnerableCountdown = src._vulnerableCountdown;
+	_shotCountdown = src._shotCountdown;
+	_currNumShots = src._currNumShots;
+	_creator = src._creator;
+	_unpauseCountdown = src._unpauseCountdown;
+	_actorNum = src._actorNum;
+	_moveCount = src._moveCount;
+	_dead = src._dead;
+	_toggle = src._toggle;
+	_centerX = src._centerX;
+	_centerY = src._centerY;
+	_show = src._show;
+	_temp1 = src._temp1;
+	_temp2 = src._temp2;
+	_counter = src._counter;
+	_moveCounter = src._moveCounter;
+	_edgeCounter = src._edgeCounter;
+	_temp3 = src._temp3;
+	_temp4 = src._temp4;
+	_temp5 = src._temp5;
+	_hitThor = src._hitThor;
+	_rand = src._rand;
+	_initDir = src._initDir;
+	_passValue = src._passValue;
+	_shotActor = src._shotActor;
+	_magicHit = src._magicHit;
+	_temp6 = src._temp6;
+	_i1 = src._i1;
+	_i2 = src._i2;
+	_i3 = src._i3;
+	_i4 = src._i4;
+	_i5 = src._i5;
+	_i6 = src._i6;
+	_initHealth = src._initHealth;
+	_talkCounter = src._talkCounter;
+	_eType = src._eType;
+	Common::copy(src._future2, src._future2 + 25, _future2);
 
 	return *this;
 }
diff --git a/engines/got/data/actor.h b/engines/got/data/actor.h
index ac3233b3f82..1614c1b43ac 100644
--- a/engines/got/data/actor.h
+++ b/engines/got/data/actor.h
@@ -32,79 +32,79 @@ namespace Got {
 
 struct ACTOR { // Size=256
 	// First part loaded from disk  (size=40)
-	byte move = 0;               // Movement pattern (0=none)
-	byte width = 0;              // Physical width
-	byte height = 0;             // Physical height
-	byte directions = 0;         // 1,2 or 4 (1=uni-directional)
-	byte frames = 0;             // # frames per direction
-	byte frame_speed = 0;        // # cycles between frame changes
-	byte frame_sequence[4] = {}; // Sequence
-	byte speed = 0;              // Move every Nth cycle
-	byte size_x = 0;             // Non-physical padding on X coordinate
-	byte size_y = 0;             // Non-physical padding on Y coordinate
-	byte strength = 0;           // Hit strength
-	byte health = 0;             //
-	byte num_moves = 0;          // # of moves every <speed> cycles
-	byte shot_type = 0;          // Actor # of shot
-	byte shot_pattern = 0;       // Func number to decide to shoot
-	byte shots_allowed = 0;      // # shots allowed on screen
-	byte solid = 0;              // 1=solid (not ghost,etc)
-	byte flying = 0;             //
-	byte rating = 0;             // rnd(100) < rating = jewel
-	byte type = 0;               // Actor (0=thor,1=hammer,2=enemy,3=shot)
-	char name[9] = {};           // Actors name
-	byte func_num = 0;           // Special function when thor touches
-	byte func_pass = 0;          // Value to pass to func
-	uint16 magic_hurts = 0;      // Bitwise magic hurts flags
-	byte future1[4] = {};
+	byte _moveType = 0;           // Movement pattern (0=none)
+	byte _width = 0;              // Physical width
+	byte _height = 0;             // Physical height
+	byte _directions = 0;         // 1,2 or 4 (1=uni-directional)
+	byte _framesPerDirection = 0; // # frames per direction
+	byte _frameSpeed = 0;         // # cycles between frame changes
+	byte _frameSequence[4] = {};  // Sequence
+	byte _speed = 0;              // Move every Nth cycle
+	byte _sizeX = 0;              // Non-physical padding on X coordinate
+	byte _sizeY = 0;              // Non-physical padding on Y coordinate
+	byte _hitStrength = 0;        // Hit strength
+	byte _health = 0;             //
+	byte _numMoves = 0;           // # of moves every <_speed> cycles
+	byte _shotType = 0;           // Actor # of shot
+	byte _shotPattern = 0;        // Func number to decide to shoot
+	byte _numShotsAllowed = 0;    // # shots allowed on screen
+	byte _solid = 0;              // 1=solid (not ghost,etc)
+	bool _flying = false;         //
+	byte _dropRating = 0;         // rnd(100) < _dropRating = jewel
+	byte _type = 0;               // Actor (0=thor,1=hammer,2=enemy,3=shot)
+	char _name[9] = {};           // Actors name
+	byte _funcNum = 0;            // Special function when thor touches
+	byte _funcPass = 0;           // Value to pass to func
+	uint16 _magicHurts = 0;       // Bitwise magic hurts flags
+	byte _future1[4] = {};        // Padding
 
-	// The rest is dynamic    //size=216
+	// The rest is dynamic   //size=216
 	// Direction/frame surfaces
 	Graphics::ManagedSurface pic[DIRECTION_COUNT][FRAME_COUNT];
 
-	byte frame_count = 0; // Count to switch frames
-	byte dir = 0;         // Direction of travel
-	byte last_dir = 0;    // Last direction of travel
-	int x = 0;            // Actual X coordinate
-	int y = 0;            // Actual Y coordinate
-	int center = 0;       // Center of object
-	int last_x[2] = {};   // Last X coordinate on each page
-	int last_y[2] = {};   // Last Y coordinate on each page
-	byte used = 0;        // 1=active, 0=not active
-	byte next = 0;        // Next frame to be shown
-	byte speed_count = 0; // Count down to movement
-	byte vunerable = 0;   // Count down to vulnerability
-	byte shot_cnt = 0;    // Count down to another shot
-	byte num_shots = 0;   // # of shots currently on screen
-	byte creator = 0;     // Which actor # created this actor
-	byte pause = 0;       // Pause must be 0 to move
-	byte actor_num = 0;
-	byte move_count = 0;
-	byte dead = 0;
-	byte toggle = 0;
-	byte center_x = 0;
-	byte center_y = 0;
-	byte show = 0;        // Display or not (for blinking)
-	byte temp1 = 0;
-	byte temp2 = 0;
-	byte counter = 0;
-	byte move_counter = 0;
-	byte edge_counter = 0;
-	byte temp3 = 0;
-	byte temp4 = 0;
-	byte temp5 = 0;
-	byte hit_thor = 0;
-	int rand = 0;
-	byte init_dir = 0;
-	byte pass_value = 0;
-	byte shot_actor = 0;
-	byte magic_hit = 0;
-	byte temp6 = 0;
-	int i1 = 0, i2 = 0, i3 = 0, i4 = 0, i5 = 0, i6 = 0;
-	byte init_health = 0;
-	byte talk_counter = 0;
-	byte etype = 0;
-	byte future2[25] = {};
+	byte _frameCount = 0;           // Count to switch frames
+	byte _dir = 0;                  // Direction of travel
+	byte _lastDir = 0;              // Last direction of travel
+	int _x = 0;                     // Actual X coordinate
+	int _y = 0;                     // Actual Y coordinate
+	int _center = 0;                // Center of object
+	int _lastX[2] = {};             // Last X coordinate on each page
+	int _lastY[2] = {};             // Last Y coordinate on each page
+	byte _active = 0; //boolean     // 1=active, 0=not active
+	byte _nextFrame = 0;            // Next frame to be shown
+	byte _moveCountdown = 0;        // Count down to movement
+	byte _vulnerableCountdown = 0;  // Count down to vulnerability
+	byte _shotCountdown = 0;        // Count down to another shot
+	byte _currNumShots = 0;         // # of shots currently on screen
+	byte _creator = 0;              // Which actor # created this actor
+	byte _unpauseCountdown = 0;     // Must be 0 to move
+	byte _actorNum = 0;
+	byte _moveCount = 0;
+	byte _dead = 0;
+	byte _toggle = 0;
+	byte _centerX = 0;
+	byte _centerY = 0;
+	byte _show = 0;                 // Display or not (for blinking)
+	byte _temp1 = 0;
+	byte _temp2 = 0;
+	byte _counter = 0;
+	byte _moveCounter = 0;
+	byte _edgeCounter = 0;
+	byte _temp3 = 0;
+	byte _temp4 = 0;
+	byte _temp5 = 0;
+	byte _hitThor = 0; // boolean
+	int _rand = 0;
+	byte _initDir = 0;
+	byte _passValue = 0;
+	byte _shotActor = 0;
+	byte _magicHit = 0;
+	byte _temp6 = 0;
+	int _i1 = 0, _i2 = 0, _i3 = 0, _i4 = 0, _i5 = 0, _i6 = 0;
+	byte _initHealth = 0;
+	byte _talkCounter = 0;
+	byte _eType = 0; // unused
+	byte _future2[25] = {}; // padding
 
 	void loadFixed(Common::SeekableReadStream *src);
 	void loadFixed(const byte *src);
@@ -117,7 +117,7 @@ struct ACTOR { // Size=256
 	ACTOR &operator=(const ACTOR &src);
 
 	int getPos() const {
-		return ((x + 7) / 16) + (((y + 8) / 16) * 20);
+		return ((_x + 7) / 16) + (((_y + 8) / 16) * 20);
 	}
 };
 
diff --git a/engines/got/data/level.h b/engines/got/data/level.h
index 2308e3dd83d..1c00c2aef7c 100644
--- a/engines/got/data/level.h
+++ b/engines/got/data/level.h
@@ -49,7 +49,7 @@ public:
 	byte new_level[10] = {};             // 452 level jump for icon 200-204
 	byte new_level_loc[10] = {};         // 462 grid location to jump in to
 	byte area = 0;                       // 472 game area (1=forest,etc)
-	byte actor_dir[16] = {};             // initial dir
+	byte actor_dir[16] = {};             // initial _dir
 	byte future[3] = {};                 // 473
 
 	/**
diff --git a/engines/got/game/back.cpp b/engines/got/game/back.cpp
index daee50eb5b8..b9609fcab06 100644
--- a/engines/got/game/back.cpp
+++ b/engines/got/game/back.cpp
@@ -48,12 +48,12 @@ static const char *odinEndMessage;
 void show_level(int new_level) {
 	_G(boss_active) = false;
 	if (!_G(shield_on))
-		_G(actor[2]).used = 0;
+		_G(actor[2])._active = 0;
 	_G(bomb_flag) = false;
 	_G(slipping) = false;
 
-	if (_G(scrn).icon[_G(thor)->center_y][_G(thor)->center_x] == 154)
-		_G(thor)->dir = 0;
+	if (_G(scrn).icon[_G(thor)->_centerY][_G(thor)->_centerX] == 154)
+		_G(thor)->_dir = 0;
 
 	// The original copied 130 bytes from _G(scrn).static_object onwards into sd_data.
 	// This doesn't make sense, because that would put the ending in the middle of static_y.
@@ -64,14 +64,14 @@ void show_level(int new_level) {
 
 	_G(level_type) = _G(scrn).type;
 
-	_G(thor)->next = 0;
+	_G(thor)->_nextFrame = 0;
 
 	show_objects();
 	show_enemies();
 
 	// The original was probably shortly displaying Thor in direction 0 before switching back to its prior position.
 	// This behavior wasn't noticed during initial playthrough by Dreammaster - Warning has been added so it can be checked eventually.
-	if (_G(scrn).icon[_G(thor)->center_y][_G(thor)->center_x] == 154)
+	if (_G(scrn).icon[_G(thor)->_centerY][_G(thor)->_centerX] == 154)
 		warning("show_level - Potential short move missing");
 
 	if (_G(warp_flag))
@@ -80,13 +80,13 @@ void show_level(int new_level) {
 
 	if (_G(warp_scroll)) {
 		_G(warp_scroll) = false;
-		if (_G(thor)->dir == 0)
+		if (_G(thor)->_dir == 0)
 			_G(current_level) = new_level + 10;
-		else if (_G(thor)->dir == 1)
+		else if (_G(thor)->_dir == 1)
 			_G(current_level) = new_level - 10;
-		else if (_G(thor)->dir == 2)
+		else if (_G(thor)->_dir == 2)
 			_G(current_level) = new_level + 1;
-		else if (_G(thor)->dir == 3)
+		else if (_G(thor)->_dir == 3)
 			_G(current_level) = new_level - 1;
 	}
 
@@ -127,15 +127,15 @@ void show_level(int new_level) {
 void show_level_done() {
 	_G(current_level) = _G(new_level);
 
-	_G(thor_info).last_health = _G(thor)->health;
+	_G(thor_info).last_health = _G(thor)->_health;
 	_G(thor_info).last_magic = _G(thor_info).magic;
 	_G(thor_info).last_jewels = _G(thor_info).jewels;
 	_G(thor_info).last_keys = _G(thor_info).keys;
 	_G(thor_info).last_score = _G(thor_info).score;
 	_G(thor_info).last_item = _G(thor_info).item;
 	_G(thor_info).last_screen = _G(current_level);
-	_G(thor_info).last_icon = ((_G(thor)->x + 8) / 16) + (((_G(thor)->y + 14) / 16) * 20);
-	_G(thor_info).last_dir = _G(thor)->dir;
+	_G(thor_info).last_icon = ((_G(thor)->_x + 8) / 16) + (((_G(thor)->_y + 14) / 16) * 20);
+	_G(thor_info).last_dir = _G(thor)->_dir;
 	_G(thor_info).last_inventory = _G(thor_info).inventory;
 	_G(thor_info).last_object = _G(thor_info).object;
 	_G(thor_info).last_object_name = _G(thor_info).object_name;
@@ -179,8 +179,8 @@ void show_level_done() {
 
 static void odin_speaks_end() {
 	// In case Thor is now dead, flag as such
-	if (!_G(thor)->health) {
-		_G(thor)->show = 0;
+	if (!_G(thor)->_health) {
+		_G(thor)->_show = 0;
 		_G(exit_flag) = 2;
 	}
 
@@ -245,11 +245,11 @@ void kill_enemies(int iy, int ix) {
 	int x1, y1, x2, y2;
 
 	for (int i = 3; i < MAX_ACTORS; i++) {
-		if (_G(actor[i]).used) {
-			x1 = _G(actor[i]).x;
-			y1 = _G(actor[i]).y + _G(actor[i]).size_y - 2;
-			x2 = (_G(actor[i]).x + _G(actor[i]).size_x);
-			y2 = _G(actor[i]).y + _G(actor[i]).size_y - 1;
+		if (_G(actor[i])._active) {
+			x1 = _G(actor[i])._x;
+			y1 = _G(actor[i])._y + _G(actor[i])._sizeY - 2;
+			x2 = (_G(actor[i])._x + _G(actor[i])._sizeX);
+			y2 = _G(actor[i])._y + _G(actor[i])._sizeY - 1;
 
 			if (point_within(x1, y1, ix, iy, ix + 15, iy + 15))
 				actor_destroyed(&_G(actor[i]));
@@ -262,14 +262,14 @@ void kill_enemies(int iy, int ix) {
 		}
 	}
 
-	x1 = _G(thor)->x;
-	y1 = _G(thor)->y + 11;
+	x1 = _G(thor)->_x;
+	y1 = _G(thor)->_y + 11;
 	x2 = x1 + 13;
 	y2 = y1 + 5;
 
 	if (point_within(x1, y1, ix, iy, ix + 15, iy + 15) || point_within(x2, y1, ix, iy, ix + 15, iy + 15) || point_within(x1, y2, ix, iy, ix + 15, iy + 15) || point_within(x2, y2, ix, iy, ix + 15, iy + 15)) {
 		if (!_G(cheats).freezeHealth) {
-			_G(thor)->health = 0;
+			_G(thor)->_health = 0;
 			g_events->send(GameMessage("THOR_DIES"));
 		}
 	}
@@ -307,16 +307,16 @@ void select_item() {
 }
 
 int actor_speaks(ACTOR *actr, int index, int item) {
-	if (actr->type != 4)
+	if (actr->_type != 4)
 		return 0;
 
-	int v = atoi(actr->name);
+	int v = atoi(actr->_name);
 	if (v < 1 || v > 20)
 		return 0;
 
 	long lind = (long)_G(current_level);
 	lind = lind * 1000;
-	lind += (long)actr->actor_num;
+	lind += (long)actr->_actorNum;
 
 	Common::String str = Common::String::format("FACE%d", v);
 	if (Common::File::exists(Common::Path(str))) {
@@ -326,8 +326,8 @@ int actor_speaks(ACTOR *actr, int index, int item) {
 		execute_script(lind, _G(odin));
 	}
 
-	if (!_G(thor)->health) {
-		_G(thor)->show = 0;
+	if (!_G(thor)->_health) {
+		_G(thor)->_show = 0;
 		_G(exit_flag) = 2;
 	}
 
diff --git a/engines/got/game/boss1.cpp b/engines/got/game/boss1.cpp
index 31e42a3f5be..adcb3fc1bf6 100644
--- a/engines/got/game/boss1.cpp
+++ b/engines/got/game/boss1.cpp
@@ -42,88 +42,88 @@ int boss1_movement(ACTOR *actr) {
 	if (_G(boss_dead))
 		return boss1_dead();
 
-	int d = actr->last_dir;
-	if (actr->edge_counter) {
-		actr->edge_counter--;
+	int d = actr->_lastDir;
+	if (actr->_edgeCounter) {
+		actr->_edgeCounter--;
 		goto done;
 	}
 
-	x1 = actr->x;
-	y1 = actr->y;
+	x1 = actr->_x;
+	y1 = actr->_y;
 
-	if (overlap(actr->x + 2, actr->y + 8, actr->x + 30, actr->y + 30,
-				_G(thor)->x, _G(thor)->y + 8, _G(thor)->x + 15, _G(thor)->y + 15)) {
+	if (overlap(actr->_x + 2, actr->_y + 8, actr->_x + 30, actr->_y + 30,
+				_G(thor)->_x, _G(thor)->_y + 8, _G(thor)->_x + 15, _G(thor)->_y + 15)) {
 		thor_damaged(actr);
 	}
 
-	if (actr->temp3) { //start striking
-		actr->temp3--;
-		if (!actr->temp3)
+	if (actr->_temp3) { //start striking
+		actr->_temp3--;
+		if (!actr->_temp3)
 			play_sound(BOSS11, false);
 
 		if (_G(hourglass_flag))
-			actr->num_moves = 3;
+			actr->_numMoves = 3;
 		else
-			actr->num_moves = 6;
+			actr->_numMoves = 6;
 
 		goto done0;
 	}
 
 	// Strike
-	if (actr->temp1) {
-		actr->temp1--;
-		if (actr->x < (_G(thor_x1) + 12))
-			actr->temp1 = 0;
-		actr->temp2 = 1;
+	if (actr->_temp1) {
+		actr->_temp1--;
+		if (actr->_x < (_G(thor_x1) + 12))
+			actr->_temp1 = 0;
+		actr->_temp2 = 1;
 		d = 2;
-		actr->x -= 2;
+		actr->_x -= 2;
 
-		if (overlap(actr->x + 2, actr->y + 8, actr->x + 32, actr->y + 30,
-					_G(thor)->x, _G(thor)->y + 8, _G(thor)->x + 15, _G(thor)->y + 15)) {
-			actr->temp1 = 0;
+		if (overlap(actr->_x + 2, actr->_y + 8, actr->_x + 32, actr->_y + 30,
+					_G(thor)->_x, _G(thor)->_y + 8, _G(thor)->_x + 15, _G(thor)->_y + 15)) {
+			actr->_temp1 = 0;
 			goto done1;
 		}
 
-		actr->next = 3;
-		actr->num_moves = _G(setup).skill + 2;
+		actr->_nextFrame = 3;
+		actr->_numMoves = _G(setup).skill + 2;
 		goto done1;
 	}
 
-	if (actr->temp2) { // Retreating
-		if (actr->x < 256) {
+	if (actr->_temp2) { // Retreating
+		if (actr->_x < 256) {
 			d = 3;
-			actr->x += 2;
-			if (overlap(actr->x + 2, actr->y + 8, actr->x + 32, actr->y + 30,
-						_G(thor)->x, _G(thor)->y + 8, _G(thor)->x + 15, _G(thor)->y + 15)) {
+			actr->_x += 2;
+			if (overlap(actr->_x + 2, actr->_y + 8, actr->_x + 32, actr->_y + 30,
+						_G(thor)->_x, _G(thor)->_y + 8, _G(thor)->_x + 15, _G(thor)->_y + 15)) {
 				goto done1;
 			}
-			actr->num_moves = _G(setup).skill + 1;
+			actr->_numMoves = _G(setup).skill + 1;
 			goto done0;
 		}
 
-		actr->temp2 = 0;
+		actr->_temp2 = 0;
 	}
 
-	if (actr->x > _G(thor_x1) && ABS((_G(thor_y1)) - (actr->y + 20)) < 8) {
-		actr->temp3 = 75;
-		actr->temp1 = 130;
-		actr->temp2 = 0;
+	if (actr->_x > _G(thor_x1) && ABS((_G(thor_y1)) - (actr->_y + 20)) < 8) {
+		actr->_temp3 = 75;
+		actr->_temp1 = 130;
+		actr->_temp2 = 0;
 	}
 	
-	if (actr->counter) {
-		actr->counter--;
+	if (actr->_counter) {
+		actr->_counter--;
 		switch (d) {
 		case 1:
 		case 3:
-			x1 = _G(actor[5]).x;
-			y1 = _G(actor[5]).y;
+			x1 = _G(actor[5])._x;
+			y1 = _G(actor[5])._y;
 			y1 += 2;
 
 			if (!check_move2(x1, y1, &_G(actor[5])))
 				f = true;
 			else {
-				actr->x = _G(actor[5]).x;
-				actr->y = _G(actor[5]).y - 16;
+				actr->_x = _G(actor[5])._x;
+				actr->_y = _G(actor[5])._y - 16;
 			}
 			break;
 		case 0:
@@ -140,9 +140,9 @@ int boss1_movement(ACTOR *actr) {
 		f = true;
 
 	if (f) {
-		actr->counter = g_events->getRandomNumber(10, 99);
+		actr->_counter = g_events->getRandomNumber(10, 99);
 		d = g_events->getRandomNumber(1);
-		actr->edge_counter = 20;
+		actr->_edgeCounter = 20;
 	}
 
 done:
@@ -151,56 +151,56 @@ done:
 
 done0:
 	next_frame(actr);
-	if (actr->next == 3)
-		actr->next = 0;
+	if (actr->_nextFrame == 3)
+		actr->_nextFrame = 0;
 
 done1:
-	actr->last_dir = d;
-
-	_G(actor[4]).next = actr->next;
-	_G(actor[5]).next = actr->next;
-	_G(actor[6]).next = actr->next;
-
-	_G(actor[4]).last_dir = d;
-	_G(actor[5]).last_dir = d;
-	_G(actor[6]).last_dir = d;
-
-	_G(actor[4]).x = actr->x + 16;
-	_G(actor[4]).y = actr->y;
-	_G(actor[5]).x = actr->x;
-	_G(actor[5]).y = actr->y + 16;
-	_G(actor[6]).x = actr->x + 16;
-	_G(actor[6]).y = actr->y + 16;
-	_G(actor[4]).num_moves = actr->num_moves;
-	_G(actor[5]).num_moves = actr->num_moves;
-	_G(actor[6]).num_moves = actr->num_moves;
-
-	if (actr->directions == 1)
+	actr->_lastDir = d;
+
+	_G(actor[4])._nextFrame = actr->_nextFrame;
+	_G(actor[5])._nextFrame = actr->_nextFrame;
+	_G(actor[6])._nextFrame = actr->_nextFrame;
+
+	_G(actor[4])._lastDir = d;
+	_G(actor[5])._lastDir = d;
+	_G(actor[6])._lastDir = d;
+
+	_G(actor[4])._x = actr->_x + 16;
+	_G(actor[4])._y = actr->_y;
+	_G(actor[5])._x = actr->_x;
+	_G(actor[5])._y = actr->_y + 16;
+	_G(actor[6])._x = actr->_x + 16;
+	_G(actor[6])._y = actr->_y + 16;
+	_G(actor[4])._numMoves = actr->_numMoves;
+	_G(actor[5])._numMoves = actr->_numMoves;
+	_G(actor[6])._numMoves = actr->_numMoves;
+
+	if (actr->_directions == 1)
 		return 0;
 	return d;
 }
 
 void check_boss1_hit(ACTOR *actr, int x1, int y1, int x2, int y2, int act_num) {
-	if (actr->move == 15 && act_num == 4) {
-		if ((!_G(actor[3]).vunerable) && (_G(actor[3]).next != 3) &&
-			overlap(x1, y1, x2, y2, actr->x + 6, actr->y + 4, actr->x + 14, actr->y + 20)) {
-			actor_damaged(&_G(actor[3]), _G(hammer)->strength);
+	if (actr->_moveType == 15 && act_num == 4) {
+		if ((!_G(actor[3])._vulnerableCountdown) && (_G(actor[3])._nextFrame != 3) &&
+			overlap(x1, y1, x2, y2, actr->_x + 6, actr->_y + 4, actr->_x + 14, actr->_y + 20)) {
+			actor_damaged(&_G(actor[3]), _G(hammer)->_hitStrength);
 			if (_G(cheat) && _G(key_flag[_Z]))
-				_G(actor[3]).health = 0;
+				_G(actor[3])._health = 0;
 			else
-				_G(actor[3]).health -= 10;
+				_G(actor[3])._health -= 10;
 
-			_G(actor[3]).speed_count = 50;
-			_G(actor[3]).vunerable = 100;
+			_G(actor[3])._moveCountdown = 50;
+			_G(actor[3])._vulnerableCountdown = 100;
 			play_sound(BOSS13, true);
-			_G(actor[3]).next = 1;
+			_G(actor[3])._nextFrame = 1;
 
 			for (int rep = 4; rep < 7; rep++) {
-				_G(actor[rep]).next = 1;
-				_G(actor[rep]).speed_count = 50;
+				_G(actor[rep])._nextFrame = 1;
+				_G(actor[rep])._moveCountdown = 50;
 			}
 
-			if (_G(actor[3]).health == 0)
+			if (_G(actor[3])._health == 0)
 				_G(boss_dead) = true;
 		}
 	}
@@ -221,40 +221,40 @@ static int boss1_dead() {
 		int rep;
 
 		for (rep = 0; rep < 4; rep++) {
-			int x1 = _G(actor[3 + rep]).last_x[_G(pge)];
-			int y1 = _G(actor[3 + rep]).last_y[_G(pge)];
-			int x = _G(actor[3 + rep]).x;
-			int y = _G(actor[3 + rep]).y;
-			int n = _G(actor[3 + rep]).actor_num;
-			int r = _G(actor[3 + rep]).rating;
+			int x1 = _G(actor[3 + rep])._lastX[_G(pge)];
+			int y1 = _G(actor[3 + rep])._lastY[_G(pge)];
+			int x = _G(actor[3 + rep])._x;
+			int y = _G(actor[3 + rep])._y;
+			int n = _G(actor[3 + rep])._actorNum;
+			int r = _G(actor[3 + rep])._dropRating;
 
 			_G(actor[3 + rep]) = _G(explosion);
-			_G(actor[3 + rep]).actor_num = n;
-			_G(actor[3 + rep]).rating = r;
-			_G(actor[3 + rep]).x = x;
-			_G(actor[3 + rep]).y = y;
-			_G(actor[3 + rep]).last_x[_G(pge)] = x1;
-			_G(actor[3 + rep]).last_x[_G(pge) ^ 1] = x;
-			_G(actor[3 + rep]).last_y[_G(pge)] = y1;
-			_G(actor[3 + rep]).last_y[_G(pge) ^ 1] = y;
-			_G(actor[3 + rep]).used = 1;
-			_G(actor[3 + rep]).vunerable = 255;
-			_G(actor[3 + rep]).move = 6;
-			_G(actor[3 + rep]).next = rep;
-			_G(actor[3 + rep]).speed = g_events->getRandomNumber(6, 8);
-			_G(actor[3 + rep]).num_shots = (10 - _G(actor[3 + rep]).speed) * 10;
-			_G(actor[3 + rep]).speed_count = _G(actor[3 + rep]).speed;
+			_G(actor[3 + rep])._actorNum = n;
+			_G(actor[3 + rep])._dropRating = r;
+			_G(actor[3 + rep])._x = x;
+			_G(actor[3 + rep])._y = y;
+			_G(actor[3 + rep])._lastX[_G(pge)] = x1;
+			_G(actor[3 + rep])._lastX[_G(pge) ^ 1] = x;
+			_G(actor[3 + rep])._lastY[_G(pge)] = y1;
+			_G(actor[3 + rep])._lastY[_G(pge) ^ 1] = y;
+			_G(actor[3 + rep])._active = 1;
+			_G(actor[3 + rep])._vulnerableCountdown = 255;
+			_G(actor[3 + rep])._moveType = 6;
+			_G(actor[3 + rep])._nextFrame = rep;
+			_G(actor[3 + rep])._speed = g_events->getRandomNumber(6, 8);
+			_G(actor[3 + rep])._currNumShots = (10 - _G(actor[3 + rep])._speed) * 10;
+			_G(actor[3 + rep])._moveCountdown = _G(actor[3 + rep])._speed;
 		}
 		play_sound(EXPLODE, true);
 		_G(boss_dead) = true;
 
 		for (rep = 7; rep < MAX_ACTORS; rep++) {
-			if (_G(actor[rep]).used)
+			if (_G(actor[rep])._active)
 				actor_destroyed(&_G(actor[rep]));
 		}
 	}
 
-	return _G(actor[3]).last_dir;
+	return _G(actor[3])._lastDir;
 }
 
 void closing_sequence1() {
@@ -266,8 +266,8 @@ void closing_sequence1() {
 void closing_sequence1_2() {
 	_G(thor_info).armor = 1;
 	load_new_thor();
-	_G(thor)->dir = 1;
-	_G(thor)->next = 0;
+	_G(thor)->_dir = 1;
+	_G(thor)->_nextFrame = 0;
 	fill_score(20, "CLOSING");
 }
 
diff --git a/engines/got/game/boss2.cpp b/engines/got/game/boss2.cpp
index b1a8957d362..172e3fd359c 100644
--- a/engines/got/game/boss2.cpp
+++ b/engines/got/game/boss2.cpp
@@ -69,43 +69,43 @@ int boss2_movement(ACTOR *actr) {
 	if (_G(boss_dead))
 		return boss2_die();
 
-	if (actr->i1) {
-		if (actr->i1 == 1)
+	if (actr->_i1) {
+		if (actr->_i1 == 1)
 			return boss2a_movement(actr);
 
 		return boss2b_movement(actr);
 	}
 
-	int d = actr->last_dir;
-	int x = actr->x;
+	int d = actr->_lastDir;
+	int x = actr->_x;
 
-	if (actr->temp6)
-		actr->temp6--;
+	if (actr->_temp6)
+		actr->_temp6--;
 
-	if (!actr->temp6) {
+	if (!actr->_temp6) {
 		bool f = false;
 		drop_flag = false;
 
-		if (actr->temp5)
-			actr->temp5--;
+		if (actr->_temp5)
+			actr->_temp5--;
 
-		if (!actr->temp5)
+		if (!actr->_temp5)
 			f = true;
 		else {
 			if (d == 2) {
 				if (x > 18)
-					actr->x -= 2;
+					actr->_x -= 2;
 				else
 					f = true;
 			} else if (d == 3) {
 				if (x < 272)
-					actr->x += 2;
+					actr->_x += 2;
 				else
 					f = true;
 			}
 		}
 		if (f) {
-			actr->temp5 = _G(rand1) + 60;
+			actr->_temp5 = _G(rand1) + 60;
 			if (d == 2)
 				d = 3;
 			else
@@ -113,91 +113,91 @@ int boss2_movement(ACTOR *actr) {
 		}
 	}
 
-	const int count = actr->frame_count - 1;
+	const int count = actr->_frameCount - 1;
 	
 	if (count <= 0) {
-		actr->next++;
-		if (actr->next > 2)
-			actr->next = 0;
-		actr->frame_count = actr->frame_speed;
+		actr->_nextFrame++;
+		if (actr->_nextFrame > 2)
+			actr->_nextFrame = 0;
+		actr->_frameCount = actr->_frameSpeed;
 	} else
-		actr->frame_count = count;
+		actr->_frameCount = count;
 	
-	x = actr->x;
-	if (actr->num_shots < num_skulls && !drop_flag) {
+	x = actr->_x;
+	if (actr->_currNumShots < num_skulls && !drop_flag) {
 		if (x == 48 || x == 112 || x == 176 || x == 240) {
 			drop_flag = true;
-			_G(actor[3]).temp6 = 40;
+			_G(actor[3])._temp6 = 40;
 
 			actor_always_shoots(actr, 1);
 			play_sound(FALL, false);
-			_G(actor[actr->shot_actor]).x = actr->x + 12;
-			_G(actor[actr->shot_actor]).y = actr->y + 32;
-			_G(actor[actr->shot_actor]).temp2 = 0;
-			_G(actor[actr->shot_actor]).temp3 = 4;
-			_G(actor[actr->shot_actor]).temp4 = 4;
+			_G(actor[actr->_shotActor])._x = actr->_x + 12;
+			_G(actor[actr->_shotActor])._y = actr->_y + 32;
+			_G(actor[actr->_shotActor])._temp2 = 0;
+			_G(actor[actr->_shotActor])._temp3 = 4;
+			_G(actor[actr->_shotActor])._temp4 = 4;
 		}
 	}
 
-	boss_set(d, x, actr->y);
+	boss_set(d, x, actr->_y);
 
-	if (actr->directions == 1)
+	if (actr->_directions == 1)
 		return 0;
 
 	return d;
 }
 
 static void boss_set(int d, int x, int y) {
-	_G(actor[4]).next = _G(actor[3]).next;
-	_G(actor[5]).next = _G(actor[3]).next;
-	_G(actor[6]).next = _G(actor[3]).next;
-	_G(actor[3]).last_dir = d;
-	_G(actor[4]).last_dir = d;
-	_G(actor[5]).last_dir = d;
-	_G(actor[6]).last_dir = d;
-	_G(actor[4]).x = x + 16;
-	_G(actor[4]).y = y;
-	_G(actor[5]).x = x;
-	_G(actor[5]).y = y + 16;
-	_G(actor[6]).x = x + 16;
-	_G(actor[6]).y = y + 16;
+	_G(actor[4])._nextFrame = _G(actor[3])._nextFrame;
+	_G(actor[5])._nextFrame = _G(actor[3])._nextFrame;
+	_G(actor[6])._nextFrame = _G(actor[3])._nextFrame;
+	_G(actor[3])._lastDir = d;
+	_G(actor[4])._lastDir = d;
+	_G(actor[5])._lastDir = d;
+	_G(actor[6])._lastDir = d;
+	_G(actor[4])._x = x + 16;
+	_G(actor[4])._y = y;
+	_G(actor[5])._x = x;
+	_G(actor[5])._y = y + 16;
+	_G(actor[6])._x = x + 16;
+	_G(actor[6])._y = y + 16;
 }
 
 void check_boss2_hit(ACTOR *actr, int x1, int y1, int x2, int y2, int act_num) {
-	if ((!_G(actor[3]).vunerable)) {
+	if ((!_G(actor[3])._vulnerableCountdown)) {
 		int rep;
 
-		actor_damaged(&_G(actor[3]), _G(hammer)->strength);
-		_G(actor[3]).health -= 10;
-		if (_G(actor[3]).health == 50) {
+		actor_damaged(&_G(actor[3]), _G(hammer)->_hitStrength);
+		_G(actor[3])._health -= 10;
+		if (_G(actor[3])._health == 50) {
 			play_sound(BOSS12, 1);
 
 			g_events->send("Game", GameMessage("PAUSE", 40));
 
-			_G(actor[3]).i1 = 1;
-			_G(actor[3]).i2 = 0;
+			_G(actor[3])._i1 = 1;
+			_G(actor[3])._i2 = 0;
 			memset(expf, 0, 60);
 			for (rep = 7; rep < MAX_ACTORS; rep++) {
-				if (_G(actor[rep]).used)
+				if (_G(actor[rep])._active)
 					actor_destroyed(&_G(actor[rep]));
 			}
-			_G(actor[3]).num_shots = 0;
+			_G(actor[3])._currNumShots = 0;
 		} else
 			play_sound(BOSS13, true);
 		
-		_G(actor[3]).speed_count = 75;
-		_G(actor[3]).vunerable = 75;
-		_G(actor[3]).next = 1;
+		_G(actor[3])._moveCountdown = 75;
+		_G(actor[3])._vulnerableCountdown = 75;
+		_G(actor[3])._nextFrame = 1;
 		
 		for (rep = 4; rep < 7; rep++) {
-			_G(actor[rep]).next = 1;
-			_G(actor[rep]).speed_count = 50;
+			_G(actor[rep])._nextFrame = 1;
+			_G(actor[rep])._moveCountdown = 50;
 		}
 		
-		if (_G(actor[3]).health == 0) {
+		if (_G(actor[3])._health == 0) {
 			_G(boss_dead) = true;
 			for (rep = 7; rep < MAX_ACTORS; rep++) {
-				if (_G(actor[rep]).used)
+				if (_G(actor[rep])._active)
 					actor_destroyed(&_G(actor[rep]));
 			}
 		}
@@ -223,54 +223,54 @@ static int boss2_die() {
 	_G(thunder_flag) = 0;
 	if (_G(boss_dead)) {
 		for (int rep = 0; rep < 4; rep++) {
-			int x1 = _G(actor[3 + rep]).last_x[_G(pge)];
-			int y1 = _G(actor[3 + rep]).last_y[_G(pge)];
-			int x = _G(actor[3 + rep]).x;
-			int y = _G(actor[3 + rep]).y;
-			int n = _G(actor[3 + rep]).actor_num;
-			int r = _G(actor[3 + rep]).rating;
+			int x1 = _G(actor[3 + rep])._lastX[_G(pge)];
+			int y1 = _G(actor[3 + rep])._lastY[_G(pge)];
+			int x = _G(actor[3 + rep])._x;
+			int y = _G(actor[3 + rep])._y;
+			int n = _G(actor[3 + rep])._actorNum;
+			int r = _G(actor[3 + rep])._dropRating;
 
 			_G(actor[3 + rep]) = _G(explosion);
 
-			_G(actor[3 + rep]).actor_num = n;
-			_G(actor[3 + rep]).rating = r;
-			_G(actor[3 + rep]).x = x;
-			_G(actor[3 + rep]).y = y;
-			_G(actor[3 + rep]).last_x[_G(pge)] = x1;
-			_G(actor[3 + rep]).last_x[_G(pge) ^ 1] = x;
-			_G(actor[3 + rep]).last_y[_G(pge)] = y1;
-			_G(actor[3 + rep]).last_y[_G(pge) ^ 1] = y;
-			_G(actor[3 + rep]).used = 1;
-			_G(actor[3 + rep]).vunerable = 255;
-			_G(actor[3 + rep]).move = 6;
-			_G(actor[3 + rep]).next = rep;
-			_G(actor[3 + rep]).speed = g_events->getRandomNumber(6, 8);
-			_G(actor[3 + rep]).num_shots = (10 - _G(actor[3 + rep]).speed) * 10;
-			_G(actor[3 + rep]).speed_count = _G(actor[3 + rep]).speed;
+			_G(actor[3 + rep])._actorNum = n;
+			_G(actor[3 + rep])._dropRating = r;
+			_G(actor[3 + rep])._x = x;
+			_G(actor[3 + rep])._y = y;
+			_G(actor[3 + rep])._lastX[_G(pge)] = x1;
+			_G(actor[3 + rep])._lastX[_G(pge) ^ 1] = x;
+			_G(actor[3 + rep])._lastY[_G(pge)] = y1;
+			_G(actor[3 + rep])._lastY[_G(pge) ^ 1] = y;
+			_G(actor[3 + rep])._active = 1;
+			_G(actor[3 + rep])._vulnerableCountdown = 255;
+			_G(actor[3 + rep])._moveType = 6;
+			_G(actor[3 + rep])._nextFrame = rep;
+			_G(actor[3 + rep])._speed = g_events->getRandomNumber(6, 8);
+			_G(actor[3 + rep])._currNumShots = (10 - _G(actor[3 + rep])._speed) * 10;
+			_G(actor[3 + rep])._moveCountdown = _G(actor[3 + rep])._speed;
 		}
 
 		play_sound(EXPLODE, true);
 		_G(boss_dead) = true;
 	}
 
-	return _G(actor[3]).last_dir;
+	return _G(actor[3])._lastDir;
 }
 
 // Boss - skull (explode)
 static int boss2a_movement(ACTOR *actr) {
 	next_frame(actr);
-	_G(actor[4]).next = actr->next;
-	_G(actor[5]).next = actr->next;
-	_G(actor[6]).next = actr->next;
-	actr->vunerable = 20;
+	_G(actor[4])._nextFrame = actr->_nextFrame;
+	_G(actor[5])._nextFrame = actr->_nextFrame;
+	_G(actor[6])._nextFrame = actr->_nextFrame;
+	actr->_vulnerableCountdown = 20;
 	
-	if (actr->num_shots || _G(actor[5]).num_shots)
+	if (actr->_currNumShots || _G(actor[5])._currNumShots)
 		return 0;
 
 	play_sound(EXPLODE, true);
 	actor_always_shoots(&_G(actor[5]), 0);
-	int an = _G(actor[5]).shot_actor;
-	_G(actor[an]).move = 9;
+	int an = _G(actor[5])._shotActor;
+	_G(actor[an])._moveType = 9;
 
 	int r = _G(rand1) % 60;
 	while (expf[r]) {
@@ -281,16 +281,16 @@ static int boss2a_movement(ACTOR *actr) {
 	expf[r] = 1;
 	int x = (EXPLOSION[r] % 20) * 16;
 	int y = (EXPLOSION[r] / 20) * 16;
-	_G(actor[an]).x = x;
-	_G(actor[an]).y = y;
+	_G(actor[an])._x = x;
+	_G(actor[an])._y = y;
 
 	_G(scrn).icon[y / 16][x / 16] = _G(scrn).bg_color;
 
-	_G(actor[3]).i2++;
-	if (_G(actor[3]).i2 > 59) {
-		_G(actor[3]).i1 = 2;
-		_G(actor[3]).i2 = 0;
-		_G(actor[3]).num_moves = 3;
+	_G(actor[3])._i2++;
+	if (_G(actor[3])._i2 > 59) {
+		_G(actor[3])._i1 = 2;
+		_G(actor[3])._i2 = 0;
+		_G(actor[3])._numMoves = 3;
 	}
 
 	return 0;
@@ -300,65 +300,65 @@ static int boss2a_movement(ACTOR *actr) {
 static int boss2b_movement(ACTOR *actr) {
 	int rep, an, hx;
 
-	if (_G(hammer)->used && _G(hammer)->move != 5) {
-		hx = _G(hammer)->x;
-		int hy = _G(hammer)->y;
+	if (_G(hammer)->_active && _G(hammer)->_moveType != 5) {
+		hx = _G(hammer)->_x;
+		int hy = _G(hammer)->_y;
 		for (rep = 7; rep < 15; rep++) {
-			if (!_G(actor[rep]).used)
+			if (!_G(actor[rep])._active)
 				continue;
 			
-			if (overlap(hx + 1, hy + 1, hx + 10, hy + 10, _G(actor[rep]).x, _G(actor[rep]).y,
-						_G(actor[rep]).x + _G(actor[rep]).size_x - 1, _G(actor[rep]).y + _G(actor[rep]).size_y - 1)) {
-				_G(hammer)->move = 5;
+			if (overlap(hx + 1, hy + 1, hx + 10, hy + 10, _G(actor[rep])._x, _G(actor[rep])._y,
+						_G(actor[rep])._x + _G(actor[rep])._sizeX - 1, _G(actor[rep])._y + _G(actor[rep])._sizeY - 1)) {
+				_G(hammer)->_moveType = 5;
 				int d = reverse_direction(_G(hammer));
-				_G(hammer)->dir = d;
+				_G(hammer)->_dir = d;
 				break;
 			}
 		}
 	}
-	if (actr->i4) {
-		actr->i4--;
-		if (!actr->i4)
+	if (actr->_i4) {
+		actr->_i4--;
+		if (!actr->_i4)
 			_G(thunder_flag) = 0;
 	}
-	if (!actr->i2) {
-		if (actr->x < 144)
-			actr->x += 2;
-		else if (actr->x > 144)
-			actr->x -= 2;
+	if (!actr->_i2) {
+		if (actr->_x < 144)
+			actr->_x += 2;
+		else if (actr->_x > 144)
+			actr->_x -= 2;
 		else {
-			actr->i2 = 1;
-			actr->i3 = 0;
+			actr->_i2 = 1;
+			actr->_i3 = 0;
 		}
 		goto done;
 	}
-	if (_G(actor[4]).num_shots)
+	if (_G(actor[4])._currNumShots)
 		goto done;
 
-	if (!actr->i3) {
-		actr->i3 = g_events->getRandomNumber(2, 3);
+	if (!actr->_i3) {
+		actr->_i3 = g_events->getRandomNumber(2, 3);
 	}
 
-	if (actr->i3 == 2)
-		actr->x -= 2;
+	if (actr->_i3 == 2)
+		actr->_x -= 2;
 	else
-		actr->x += 2;
+		actr->_x += 2;
 
-	if (actr->x < 20 || actr->x > 270) {
+	if (actr->_x < 20 || actr->_x > 270) {
 		_G(thunder_flag) = 100;
-		actr->i4 = 50;
+		actr->_i4 = 50;
 		play_sound(EXPLODE, true);
-		actr->i2 = 0;
+		actr->_i2 = 0;
 
 		Common::fill(su, su + 18, 0);
 		actor_always_shoots(&_G(actor[4]), 1);
-		an = _G(actor[4]).shot_actor;
-		hx = (_G(thor)->x / 16);
-		_G(actor[an]).x = _G(thor)->x; //hx*16;
-		_G(actor[an]).y = g_events->getRandomNumber(15);
+		an = _G(actor[4])._shotActor;
+		hx = (_G(thor)->_x / 16);
+		_G(actor[an])._x = _G(thor)->_x; //hx*16;
+		_G(actor[an])._y = g_events->getRandomNumber(15);
 
 		su[hx] = 1;
-		_G(actor[an]).next = g_events->getRandomNumber(3);
+		_G(actor[an])._nextFrame = g_events->getRandomNumber(3);
 		for (rep = 0; rep < num_spikes; rep++) {
 			while (1) {
 				hx = g_events->getRandomNumber(17);
@@ -367,16 +367,16 @@ static int boss2b_movement(ACTOR *actr) {
 			}
 			su[hx] = 1;
 			actor_always_shoots(&_G(actor[4]), 1);
-			an = _G(actor[4]).shot_actor;
-			_G(actor[an]).next = g_events->getRandomNumber(3);
-			_G(actor[an]).x = 16 + hx * 16;
-			_G(actor[an]).y = g_events->getRandomNumber(15);
+			an = _G(actor[4])._shotActor;
+			_G(actor[an])._nextFrame = g_events->getRandomNumber(3);
+			_G(actor[an])._x = 16 + hx * 16;
+			_G(actor[an])._y = g_events->getRandomNumber(15);
 		}
 	}
 
 done:
 	next_frame(actr);
-	boss_set(actr->dir, actr->x, actr->y);
+	boss_set(actr->_dir, actr->_x, actr->_y);
 	return 0;
 }
 
@@ -388,8 +388,8 @@ void closing_sequence2() {
 void closing_sequence2_2() {
 	_G(thor_info).armor = 10;
 	load_new_thor();
-	_G(thor)->dir = 1;
-	_G(thor)->next = 0;
+	_G(thor)->_dir = 1;
+	_G(thor)->_nextFrame = 0;
 
 	fill_score(20, "CLOSING");
 }
@@ -417,10 +417,10 @@ void closing_sequence2_4() {
 	place_tile(19, 10, 202);
 	actor_visible(1);
 	actor_visible(2);
-	_G(actor[7]).x = 288;
-	_G(actor[7]).y = 160;
-	_G(actor[8]).x = 304;
-	_G(actor[8]).y = 160;
+	_G(actor[7])._x = 288;
+	_G(actor[7])._y = 160;
+	_G(actor[8])._x = 304;
+	_G(actor[8])._y = 160;
 
 	LEVEL lvl;
 	lvl.load(BOSS_LEVEL2);
diff --git a/engines/got/game/boss3.cpp b/engines/got/game/boss3.cpp
index edfeeda2ee3..6fca30e1bc1 100644
--- a/engines/got/game/boss3.cpp
+++ b/engines/got/game/boss3.cpp
@@ -50,23 +50,23 @@ static void check_boss_hit();
 static void boss_change_mode();
 
 static void set_boss(ACTOR *actr) {
-	_G(actor[4]).next = actr->next;
-	_G(actor[5]).next = actr->next;
-	_G(actor[6]).next = actr->next;
-
-	_G(actor[4]).last_dir = actr->dir;
-	_G(actor[5]).last_dir = actr->dir;
-	_G(actor[6]).last_dir = actr->dir;
-	_G(actor[4]).dir = actr->dir;
-	_G(actor[5]).dir = actr->dir;
-	_G(actor[6]).dir = actr->dir;
-
-	_G(actor[4]).x = actr->x + 16;
-	_G(actor[4]).y = actr->y;
-	_G(actor[5]).x = actr->x;
-	_G(actor[5]).y = actr->y + 16;
-	_G(actor[6]).x = actr->x + 16;
-	_G(actor[6]).y = actr->y + 16;
+	_G(actor[4])._nextFrame = actr->_nextFrame;
+	_G(actor[5])._nextFrame = actr->_nextFrame;
+	_G(actor[6])._nextFrame = actr->_nextFrame;
+
+	_G(actor[4])._lastDir = actr->_dir;
+	_G(actor[5])._lastDir = actr->_dir;
+	_G(actor[6])._lastDir = actr->_dir;
+	_G(actor[4])._dir = actr->_dir;
+	_G(actor[5])._dir = actr->_dir;
+	_G(actor[6])._dir = actr->_dir;
+
+	_G(actor[4])._x = actr->_x + 16;
+	_G(actor[4])._y = actr->_y;
+	_G(actor[5])._x = actr->_x;
+	_G(actor[5])._y = actr->_y + 16;
+	_G(actor[6])._x = actr->_x + 16;
+	_G(actor[6])._y = actr->_y + 16;
 }
 
 // Boss - Loki-2
@@ -74,7 +74,7 @@ static int boss_movement_one(ACTOR *actr) {
 	int rx, ry, i, numPods = 0;
 	int fcount;
 	
-	actr->num_moves = 2;
+	actr->_numMoves = 2;
 	pod_speed = 2;
 
 	switch (_G(setup).skill) {
@@ -89,43 +89,43 @@ static int boss_movement_one(ACTOR *actr) {
 		break;
 	}
 
-	if (!actr->temp1) {
+	if (!actr->_temp1) {
 		// Disappear
-		actr->dir = 1;
-		actr->frame_count = LFC;
-		actr->next = 0;
-		actr->temp1 = 1;
-		actr->i6 = 1;
-		actr->solid |= 128;
-		_G(actor[4]).solid |= 128;
-		_G(actor[5]).solid |= 128;
-		_G(actor[6]).solid |= 128;
+		actr->_dir = 1;
+		actr->_frameCount = LFC;
+		actr->_nextFrame = 0;
+		actr->_temp1 = 1;
+		actr->_i6 = 1;
+		actr->_solid |= 128;
+		_G(actor[4])._solid |= 128;
+		_G(actor[5])._solid |= 128;
+		_G(actor[6])._solid |= 128;
 		play_sound(EXPLODE, true);
 		goto done;
 	}
-	if (actr->i6) {
+	if (actr->_i6) {
 		// Fade out
-		fcount = actr->frame_count - 1;
+		fcount = actr->_frameCount - 1;
 		if (fcount <= 0) {
-			actr->next++;
-			if (actr->next > 2) {
-				actr->i6 = 0;
-				actr->temp3 = 160;
+			actr->_nextFrame++;
+			if (actr->_nextFrame > 2) {
+				actr->_i6 = 0;
+				actr->_temp3 = 160;
 			}
-			actr->frame_count = 3;
+			actr->_frameCount = 3;
 		} else
-			actr->frame_count = fcount;
+			actr->_frameCount = fcount;
 		
 		goto done1;
 	}
-	if (actr->temp3 > 1) {
-		actr->temp3--;
+	if (actr->_temp3 > 1) {
+		actr->_temp3--;
 		goto done1;
 	}
 
-	if (actr->temp3) {
+	if (actr->_temp3) {
 		for (i = 0; i < num_pods1; i++)
-			if (_G(actor[19 + i]).used)
+			if (_G(actor[19 + i])._active)
 				goto done1;
 
 		while (1) {
@@ -136,79 +136,79 @@ static int boss_movement_one(ACTOR *actr) {
 				break;
 		}
 
-		actr->x = rx;
-		actr->y = ry;
-		actr->frame_count = LFC;
-		actr->temp4 = 40;
-		actr->temp3 = 0;
+		actr->_x = rx;
+		actr->_y = ry;
+		actr->_frameCount = LFC;
+		actr->_temp4 = 40;
+		actr->_temp3 = 0;
 		play_sound(EXPLODE, true);
 		goto done1;
 	}
 
-	if (actr->temp4) {
+	if (actr->_temp4) {
 		// Fade in
-		fcount = actr->frame_count - 1;
+		fcount = actr->_frameCount - 1;
 		if (fcount <= 0) {
-			actr->next--;
-			if (actr->next > 254) {
-				actr->next = 0;
-				actr->dir = 0;
-				actr->temp4 = 0;
-				actr->temp5 = 80;
-				actr->solid &= 0x7f;
-				_G(actor[4]).solid &= 0x7f;
-				_G(actor[5]).solid &= 0x7f;
-				_G(actor[6]).solid &= 0x7f;
+			actr->_nextFrame--;
+			if (actr->_nextFrame > 254) {
+				actr->_nextFrame = 0;
+				actr->_dir = 0;
+				actr->_temp4 = 0;
+				actr->_temp5 = 80;
+				actr->_solid &= 0x7f;
+				_G(actor[4])._solid &= 0x7f;
+				_G(actor[5])._solid &= 0x7f;
+				_G(actor[6])._solid &= 0x7f;
 			}
 
-			actr->frame_count = 3;
+			actr->_frameCount = 3;
 		} else
-			actr->frame_count = fcount;
+			actr->_frameCount = fcount;
 		
 		goto done1;
 	}
 
-	if (actr->temp5) {
+	if (actr->_temp5) {
 		// Shoot
-		actr->temp5--;
-		if (actr->temp5 == 20) {
-			actr->next = 3;
+		actr->_temp5--;
+		if (actr->_temp5 == 20) {
+			actr->_nextFrame = 3;
 			goto done1;
 		}
 		
-		if (!actr->temp5) {
-			if (_G(actor[4]).num_shots < _G(actor[4]).shots_allowed) {
+		if (!actr->_temp5) {
+			if (_G(actor[4])._currNumShots < _G(actor[4])._numShotsAllowed) {
 				actor_always_shoots(&_G(actor[4]), 0);
-				const byte shot_actor = _G(actor[4]).shot_actor;
-				_G(actor[shot_actor]).num_moves = pod_speed;
-				_G(actor[shot_actor]).x = actr->x + 8;
-				_G(actor[shot_actor]).y = actr->y + 16;
-				_G(actor[shot_actor]).temp5 = 0;
+				const byte shot_actor = _G(actor[4])._shotActor;
+				_G(actor[shot_actor])._numMoves = pod_speed;
+				_G(actor[shot_actor])._x = actr->_x + 8;
+				_G(actor[shot_actor])._y = actr->_y + 16;
+				_G(actor[shot_actor])._temp5 = 0;
 				for (i = 0; i < numPods; i++)
 					_G(actor[20 + i]) = _G(actor[19]);
 
 				num_pods1 = numPods;
-				actr->temp1 = 0;
+				actr->_temp1 = 0;
 			}
 		}
 
-		if (actr->temp5 < 31)
+		if (actr->_temp5 < 31)
 			goto done1;
 	}
 
 done:
-	fcount = actr->frame_count - 1;
+	fcount = actr->_frameCount - 1;
 	if (fcount <= 0) {
-		actr->next++;
-		if (actr->next > 2)
-			actr->next = 0;
-		actr->frame_count = LFC;
+		actr->_nextFrame++;
+		if (actr->_nextFrame > 2)
+			actr->_nextFrame = 0;
+		actr->_frameCount = LFC;
 	} else
-		actr->frame_count = fcount;
+		actr->_frameCount = fcount;
 	
 done1:
 	set_boss(actr);
-	return actr->dir;
+	return actr->_dir;
 }
 
 // Boss - Loki-1
@@ -217,8 +217,8 @@ int boss3_movement(ACTOR *actr) {
 	int fcount;
 
 
-	if (actr->temp2)
-		actr->temp2--;
+	if (actr->_temp2)
+		actr->_temp2--;
 	if (_G(boss_dead))
 		return boss_die();
 	check_boss_hit();
@@ -228,142 +228,142 @@ int boss3_movement(ACTOR *actr) {
 	num_pods1 = 10;
 	switch (_G(setup).skill) {
 	case 0:
-		actr->num_moves = 3;
-		actr->speed = 2;
+		actr->_numMoves = 3;
+		actr->_speed = 2;
 		break;
 	case 1:
-		actr->num_moves = 2;
-		actr->speed = 1;
+		actr->_numMoves = 2;
+		actr->_speed = 1;
 		break;
 	case 2:
-		actr->num_moves = 5;
-		actr->speed = 2;
+		actr->_numMoves = 5;
+		actr->_speed = 2;
 		break;
 	}
 
-	int d = actr->last_dir;
-	actr->temp3++;
+	int d = actr->_lastDir;
+	actr->_temp3++;
 
 	int f = 0;
-	if (actr->temp4) {
-		actr->temp4--;
-		if (!actr->temp4) {
-			actr->temp3 = 0;
-			_G(actor[3]).frame_speed = 4;
-			_G(actor[3]).dir = 0;
-			_G(actor[3]).last_dir = 0;
-			_G(actor[3]).next = 3;
-			_G(actor[4]).dir = 0;
-			_G(actor[4]).last_dir = 0;
-			_G(actor[4]).next = 3;
+	if (actr->_temp4) {
+		actr->_temp4--;
+		if (!actr->_temp4) {
+			actr->_temp3 = 0;
+			_G(actor[3])._frameSpeed = 4;
+			_G(actor[3])._dir = 0;
+			_G(actor[3])._lastDir = 0;
+			_G(actor[3])._nextFrame = 3;
+			_G(actor[4])._dir = 0;
+			_G(actor[4])._lastDir = 0;
+			_G(actor[4])._nextFrame = 3;
 		}
 		goto skip_move;
 	}
 
-	if (actr->edge_counter)
-		actr->edge_counter--;
+	if (actr->_edgeCounter)
+		actr->_edgeCounter--;
 	else
 		goto new_dir;
 
-	if (overlap(actr->x + 2, actr->y + 8, actr->x + 30, actr->y + 30, _G(thor)->x, _G(thor)->y + 4, _G(thor)->x + 15, _G(thor)->y + 15))
+	if (overlap(actr->_x + 2, actr->_y + 8, actr->_x + 30, actr->_y + 30, _G(thor)->_x, _G(thor)->_y + 4, _G(thor)->_x + 15, _G(thor)->_y + 15))
 		thor_damaged(actr);
 
-	ox = actr->x;
-	oy = actr->y;
-	switch (actr->temp5) {
+	ox = actr->_x;
+	oy = actr->_y;
+	switch (actr->_temp5) {
 	case 0:
-		x1 = _G(actor[3]).x;
-		y1 = _G(actor[3]).y - 2;
+		x1 = _G(actor[3])._x;
+		y1 = _G(actor[3])._y - 2;
 		if (!check_move2(x1, y1, &_G(actor[3]))) {
 			f = 1;
 			break;
 		}
 		if (!check_move2(x1 + 16, y1, &_G(actor[4])))
 			f = 1;
-		actr->y = oy - 2;
+		actr->_y = oy - 2;
 		break;
 	case 1:
-		x1 = _G(actor[5]).x;
-		y1 = _G(actor[5]).y + 2;
+		x1 = _G(actor[5])._x;
+		y1 = _G(actor[5])._y + 2;
 		if (!check_move2(x1, y1, &_G(actor[5]))) {
 			f = 1;
 			break;
 		}
 		if (!check_move2(x1 + 16, y1, &_G(actor[6])))
 			f = 1;
-		actr->y = oy + 2;
+		actr->_y = oy + 2;
 		break;
 	case 2:
-		x1 = _G(actor[3]).x - 2;
-		y1 = _G(actor[3]).y;
+		x1 = _G(actor[3])._x - 2;
+		y1 = _G(actor[3])._y;
 		if (!check_move2(x1, y1, &_G(actor[3]))) {
 			f = 1;
 			break;
 		}
 		if (!check_move2(x1, y1 + 16, &_G(actor[5])))
 			f = 1;
-		actr->x = ox - 2;
+		actr->_x = ox - 2;
 		break;
 	case 3:
-		x1 = _G(actor[4]).x + 2;
-		y1 = _G(actor[4]).y;
+		x1 = _G(actor[4])._x + 2;
+		y1 = _G(actor[4])._y;
 		if (!check_move2(x1, y1, &_G(actor[4]))) {
 			f = 1;
 			break;
 		}
 		if (!check_move2(x1, y1 + 16, &_G(actor[6])))
 			f = 1;
-		actr->x = ox + 2;
+		actr->_x = ox + 2;
 		break;
 	case 4: //ul
-		x1 = _G(actor[3]).x - 2;
-		y1 = _G(actor[3]).y - 2;
+		x1 = _G(actor[3])._x - 2;
+		y1 = _G(actor[3])._y - 2;
 		if (!check_move2(x1, y1, &_G(actor[3]))) {
 			f = 1;
 			break;
 		}
-		actr->x = ox - 2;
-		actr->y = oy - 2;
+		actr->_x = ox - 2;
+		actr->_y = oy - 2;
 		break;
 	case 5:
-		x1 = _G(actor[4]).x + 2;
-		y1 = _G(actor[4]).y - 2;
+		x1 = _G(actor[4])._x + 2;
+		y1 = _G(actor[4])._y - 2;
 		if (!check_move2(x1, y1, &_G(actor[4]))) {
 			f = 1;
 			break;
 		}
-		actr->x = ox + 2;
-		actr->y = oy - 2;
+		actr->_x = ox + 2;
+		actr->_y = oy - 2;
 		break;
 	case 6:
-		x1 = _G(actor[6]).x + 2;
-		y1 = _G(actor[6]).y + 2;
+		x1 = _G(actor[6])._x + 2;
+		y1 = _G(actor[6])._y + 2;
 		if (!check_move2(x1, y1, &_G(actor[6]))) {
 			f = 1;
 			break;
 		}
-		actr->x = ox + 2;
-		actr->y = oy + 2;
+		actr->_x = ox + 2;
+		actr->_y = oy + 2;
 		break;
 	case 7:
-		x1 = _G(actor[5]).x - 2;
-		y1 = _G(actor[5]).y + 2;
+		x1 = _G(actor[5])._x - 2;
+		y1 = _G(actor[5])._y + 2;
 		if (!check_move2(x1, y1, &_G(actor[5]))) {
 			f = 1;
 			break;
 		}
-		actr->x = ox - 2;
-		actr->y = oy + 2;
+		actr->_x = ox - 2;
+		actr->_y = oy + 2;
 		break;
 	}
-	fcount = actr->frame_count - 1;
+	fcount = actr->_frameCount - 1;
 	if (fcount) {
-		actr->next++;
-		if (actr->next > 2)
-			actr->next = 0;
-		actr->frame_count = 30;
+		actr->_nextFrame++;
+		if (actr->_nextFrame > 2)
+			actr->_nextFrame = 0;
+		actr->_frameCount = 30;
 	} else
-		actr->frame_count = fcount;
+		actr->_frameCount = fcount;
 
 skip_move:
 
@@ -372,27 +372,27 @@ skip_move:
 		goto done;
 
 new_dir:
-	if (actr->temp3 < 120)
+	if (actr->_temp3 < 120)
 		goto new_dir1;
 	
-	_G(actor[3]).frame_speed = 8;
-	_G(actor[3]).next = 3;
-	_G(actor[4]).next = 3;
-	actr->temp4 = 120;
+	_G(actor[3])._frameSpeed = 8;
+	_G(actor[3])._nextFrame = 3;
+	_G(actor[4])._nextFrame = 3;
+	actr->_temp4 = 120;
 	actor_always_shoots(actr, 0);
-	_G(actor[actr->shot_actor]).x = actr->x + 8;
-	_G(actor[actr->shot_actor]).y = actr->y - 8;
-	_G(actor[actr->shot_actor]).temp1 = g_events->getRandomNumber(90, 189);
-	_G(actor[actr->shot_actor]).temp5 = 30;
-	_G(actor[actr->shot_actor]).speed = 2;
+	_G(actor[actr->_shotActor])._x = actr->_x + 8;
+	_G(actor[actr->_shotActor])._y = actr->_y - 8;
+	_G(actor[actr->_shotActor])._temp1 = g_events->getRandomNumber(90, 189);
+	_G(actor[actr->_shotActor])._temp5 = 30;
+	_G(actor[actr->_shotActor])._speed = 2;
 	play_sound(BOSS12, true);
 
 new_dir1:
-	actr->temp5 = _G(rand1) % 8;
-	actr->edge_counter = _G(rand2) + 60;
+	actr->_temp5 = _G(rand1) % 8;
+	actr->_edgeCounter = _G(rand2) + 60;
 
 done:
-	if (actr->directions == 1)
+	if (actr->_directions == 1)
 		return 0;
 	return d;
 }
@@ -400,55 +400,55 @@ done:
 static void check_boss_hit() {
 	int rep;
 
-	if (_G(actor[3]).solid & 128) {
+	if (_G(actor[3])._solid & 128) {
 		for (rep = 3; rep < 7; rep++)
-			_G(actor[rep]).magic_hit = 0;
+			_G(actor[rep])._magicHit = 0;
 
 		return;
 	}
-	if (_G(actor[3]).magic_hit || _G(actor[4]).magic_hit || _G(actor[5]).magic_hit || _G(actor[6]).magic_hit) {
-		if (!_G(actor[3]).temp2) {
+	if (_G(actor[3])._magicHit || _G(actor[4])._magicHit || _G(actor[5])._magicHit || _G(actor[6])._magicHit) {
+		if (!_G(actor[3])._temp2) {
 			actor_damaged(&_G(actor[3]), 10);
 
 			if (_G(cheat) && _G(key_flag[_Z]))
-				_G(actor[3]).health -= 50;
+				_G(actor[3])._health -= 50;
 			else
-				_G(actor[3]).health -= 10;
+				_G(actor[3])._health -= 10;
 			
-			_G(actor[3]).speed_count = 50;
+			_G(actor[3])._moveCountdown = 50;
 
-			_G(actor[3]).vunerable = 50;
+			_G(actor[3])._vulnerableCountdown = 50;
 			play_sound(BOSS13, true);
 
 			for (rep = 4; rep < 7; rep++) {
-				_G(actor[rep]).magic_hit = 0;
-				_G(actor[rep]).next = 1;
-				_G(actor[rep]).speed_count = 50;
+				_G(actor[rep])._magicHit = 0;
+				_G(actor[rep])._nextFrame = 1;
+				_G(actor[rep])._moveCountdown = 50;
 			}
 
-			if (_G(actor[3]).health == 0) {
+			if (_G(actor[3])._health == 0) {
 				_G(boss_dead) = true;
 				for (rep = 7; rep < MAX_ACTORS; rep++) {
-					if (_G(actor[rep]).used)
+					if (_G(actor[rep])._active)
 						actor_destroyed(&_G(actor[rep]));
 				}
 			}
 
-			if (_G(actor[3]).health == 50) {
+			if (_G(actor[3])._health == 50) {
 				boss_change_mode();
-				_G(actor[3]).temp1 = 0;
-				_G(actor[3]).temp2 = 0;
-				_G(actor[3]).temp3 = 0;
-				_G(actor[3]).temp4 = 0;
-				_G(actor[3]).temp5 = 0;
-				_G(actor[3]).i6 = 0;
-				_G(actor[3]).speed_count = 2;
+				_G(actor[3])._temp1 = 0;
+				_G(actor[3])._temp2 = 0;
+				_G(actor[3])._temp3 = 0;
+				_G(actor[3])._temp4 = 0;
+				_G(actor[3])._temp5 = 0;
+				_G(actor[3])._i6 = 0;
+				_G(actor[3])._moveCountdown = 2;
 			} else {
-				_G(actor[3]).temp2 = 40;
+				_G(actor[3])._temp2 = 40;
 			}
 		}
 		for (rep = 3; rep < 7; rep++)
-			_G(actor[rep]).magic_hit = 0;
+			_G(actor[rep])._magicHit = 0;
 	}
 }
 
@@ -484,37 +484,37 @@ void boss_level3() {
 static int boss_die() {
 	if (_G(boss_dead)) {
 		for (int rep = 0; rep < 4; rep++) {
-			int x1 = _G(actor[3 + rep]).last_x[_G(pge)];
-			int y1 = _G(actor[3 + rep]).last_y[_G(pge)];
-			int x = _G(actor[3 + rep]).x;
-			int y = _G(actor[3 + rep]).y;
-			int n = _G(actor[3 + rep]).actor_num;
-			int r = _G(actor[3 + rep]).rating;
+			int x1 = _G(actor[3 + rep])._lastX[_G(pge)];
+			int y1 = _G(actor[3 + rep])._lastY[_G(pge)];
+			int x = _G(actor[3 + rep])._x;
+			int y = _G(actor[3 + rep])._y;
+			int n = _G(actor[3 + rep])._actorNum;
+			int r = _G(actor[3 + rep])._dropRating;
 
 			_G(actor[3 + rep]) = _G(explosion);
 
-			_G(actor[3 + rep]).actor_num = n;
-			_G(actor[3 + rep]).rating = r;
-			_G(actor[3 + rep]).x = x;
-			_G(actor[3 + rep]).y = y;
-			_G(actor[3 + rep]).last_x[_G(pge)] = x1;
-			_G(actor[3 + rep]).last_x[_G(pge) ^ 1] = x;
-			_G(actor[3 + rep]).last_y[_G(pge)] = y1;
-			_G(actor[3 + rep]).last_y[_G(pge) ^ 1] = y;
-			_G(actor[3 + rep]).used = 1;
-			_G(actor[3 + rep]).vunerable = 255;
-			_G(actor[3 + rep]).move = 6;
-			_G(actor[3 + rep]).next = rep;
-			_G(actor[3 + rep]).speed = g_events->getRandomNumber(6, 8);
-			_G(actor[3 + rep]).num_shots = (10 - _G(actor[3 + rep]).speed) * 10;
-			_G(actor[3 + rep]).speed_count = _G(actor[3 + rep]).speed;
+			_G(actor[3 + rep])._actorNum = n;
+			_G(actor[3 + rep])._dropRating = r;
+			_G(actor[3 + rep])._x = x;
+			_G(actor[3 + rep])._y = y;
+			_G(actor[3 + rep])._lastX[_G(pge)] = x1;
+			_G(actor[3 + rep])._lastX[_G(pge) ^ 1] = x;
+			_G(actor[3 + rep])._lastY[_G(pge)] = y1;
+			_G(actor[3 + rep])._lastY[_G(pge) ^ 1] = y;
+			_G(actor[3 + rep])._active = 1;
+			_G(actor[3 + rep])._vulnerableCountdown = 255;
+			_G(actor[3 + rep])._moveType = 6;
+			_G(actor[3 + rep])._nextFrame = rep;
+			_G(actor[3 + rep])._speed = g_events->getRandomNumber(6, 8);
+			_G(actor[3 + rep])._currNumShots = (10 - _G(actor[3 + rep])._speed) * 10;
+			_G(actor[3 + rep])._moveCountdown = _G(actor[3 + rep])._speed;
 		}
 
 		play_sound(EXPLODE, true);
 		_G(boss_dead) = true;
 	}
 
-	return _G(actor[3]).last_dir;
+	return _G(actor[3])._lastDir;
 }
 
 void closing_sequence3() {
@@ -544,14 +544,14 @@ void closing_sequence3_3() {
 	music_pause();
 
 	_G(new_level) = ENDING_SCREEN;
-	_G(thor)->x = 152;
-	_G(thor)->y = 160;
-	_G(thor)->dir = 1;
+	_G(thor)->_x = 152;
+	_G(thor)->_y = 160;
+	_G(thor)->_dir = 1;
 }
 
 void ending_screen() {
 	for (int i = 3; i < MAX_ACTORS; i++)
-		_G(actor[i]).move = 1;
+		_G(actor[i])._moveType = 1;
 	
 	music_play(6, true);
 	_G(timer_cnt) = 0;
@@ -563,22 +563,22 @@ void ending_screen() {
 	expcnt = 0;
 
 	_G(actor[34]) = _G(explosion);
-	_G(actor[34]).used = 0;
-	_G(actor[34]).speed = 2;
-	_G(actor[34]).speed_count = _G(actor[34]).speed;
-	_G(actor[34]).num_shots = 3; // Used to reverse explosion
-	_G(actor[34]).vunerable = 255;
-	_G(actor[34]).i2 = 6;
+	_G(actor[34])._active = 0;
+	_G(actor[34])._speed = 2;
+	_G(actor[34])._moveCountdown = _G(actor[34])._speed;
+	_G(actor[34])._currNumShots = 3; // Used to reverse explosion
+	_G(actor[34])._vulnerableCountdown = 255;
+	_G(actor[34])._i2 = 6;
 }
 
 // Explode
 int endgame_one() {
-	if (_G(actor[34]).i2) {
-		_G(actor[34]).i2--;
+	if (_G(actor[34])._i2) {
+		_G(actor[34])._i2--;
 		return 0;
 	}
 
-	_G(actor[34]).i2 = 6;
+	_G(actor[34])._i2 = 6;
 	play_sound(EXPLODE, true);
 
 	int r = _G(rand1) % 32;
@@ -590,17 +590,17 @@ int endgame_one() {
 	expf[r / 8][r % 8] = 1;
 	int x = (EXPLOSION[r / 8][r % 8] % 20) * 16;
 	int y = (EXPLOSION[r / 8][r % 8] / 20) * 16;
-	_G(actor[34]).x = x;
-	_G(actor[34]).y = y;
-	_G(actor[34]).used = 1;
-	_G(actor[34]).next = 0;
-	_G(actor[34]).num_shots = 3;
+	_G(actor[34])._x = x;
+	_G(actor[34])._y = y;
+	_G(actor[34])._active = 1;
+	_G(actor[34])._nextFrame = 0;
+	_G(actor[34])._currNumShots = 3;
 
 	_G(scrn).icon[y / 16][x / 16] = _G(scrn).bg_color;
 
 	_G(endgame++);
 	if (_G(endgame) > 32) {
-		_G(actor[34]).used = 0;
+		_G(actor[34])._active = 0;
 		_G(endgame) = 0;
 	}
 	return 1;
@@ -614,11 +614,11 @@ int endgame_movement() {
 		endgame_one();
 		return 0;
 	}
-	if (_G(actor[34]).i2) {
-		_G(actor[34]).i2--;
+	if (_G(actor[34])._i2) {
+		_G(actor[34])._i2--;
 		return 0;
 	}
-	_G(actor[34]).i2 = 6;
+	_G(actor[34])._i2 = 6;
 	play_sound(EXPLODE, true);
 
 	int r = _G(rand1) % 8;
@@ -630,11 +630,11 @@ int endgame_movement() {
 	expf[_G(exprow)][r] = 1;
 	int x = (EXPLOSION[_G(exprow)][r] % 20) * 16;
 	int y = (EXPLOSION[_G(exprow)][r] / 20) * 16;
-	_G(actor[34]).x = x;
-	_G(actor[34]).y = y;
-	_G(actor[34]).used = 1;
-	_G(actor[34]).next = 0;
-	_G(actor[34]).num_shots = 3;
+	_G(actor[34])._x = x;
+	_G(actor[34])._y = y;
+	_G(actor[34])._active = 1;
+	_G(actor[34])._nextFrame = 0;
+	_G(actor[34])._currNumShots = 3;
 
 	_G(scrn).icon[y / 16][x / 16] = _G(scrn).bg_color;
 	_G(scrn).icon[(y / 16) - 4][x / 16] = _G(scrn).bg_color;
diff --git a/engines/got/game/init.cpp b/engines/got/game/init.cpp
index 429db4bc84e..1912b28b4b5 100644
--- a/engines/got/game/init.cpp
+++ b/engines/got/game/init.cpp
@@ -39,7 +39,7 @@ void setup_player() {
 	if (_G(area) > 2)
 		_G(thor_info).inventory |= BOOTS_MAGIC + WIND_MAGIC;
 
-	_G(thor)->health = 150;
+	_G(thor)->_health = 150;
 	_G(thor_info).magic = _G(area) > 1 ? 150 : 0;
 	_G(thor_info).jewels = 0;
 	_G(thor_info).score = 0;
@@ -47,26 +47,26 @@ void setup_player() {
 	_G(thor_info).last_item = 0;
 	_G(thor_info).object = 0;
 	_G(thor_info).object_name = nullptr;
-	_G(thor)->last_x[0] = _G(thor)->x;
-	_G(thor)->last_x[1] = _G(thor)->x;
-	_G(thor)->last_y[0] = _G(thor)->y;
-	_G(thor)->last_y[1] = _G(thor)->y;
+	_G(thor)->_lastX[0] = _G(thor)->_x;
+	_G(thor)->_lastX[1] = _G(thor)->_x;
+	_G(thor)->_lastY[0] = _G(thor)->_y;
+	_G(thor)->_lastY[1] = _G(thor)->_y;
 	_G(thor_info).last_icon = (6 * 20) + 8;
 	_G(thor_info).last_screen = 23;
-	_G(thor)->dir = 1;
+	_G(thor)->_dir = 1;
 
 	switch (_G(area)) {
 	case 1:
-		_G(thor)->x = 152;
-		_G(thor)->y = 96;
+		_G(thor)->_x = 152;
+		_G(thor)->_y = 96;
 		break;
 	case 2:
-		_G(thor)->x = 32;
-		_G(thor)->y = 32;
+		_G(thor)->_x = 32;
+		_G(thor)->_y = 32;
 		break;
 	case 3:
-		_G(thor)->x = 272;
-		_G(thor)->y = 80;
+		_G(thor)->_x = 272;
+		_G(thor)->_y = 80;
 		break;
 	default:
 		break;
@@ -79,7 +79,7 @@ void initialize_game() {
 
 	if (_G(demo)) {
 		g_vars->setArea(1);
-		_G(thor)->health = 100;
+		_G(thor)->_health = 100;
 		_G(thor_info).magic = 100;
 		_G(thor_info).jewels = 463;
 		_G(thor_info).score = 12455;
@@ -100,7 +100,7 @@ void initialize_game() {
 			_G(demoKeys).pop();
 	}
 
-	_G(thor)->speed_count = 6;
+	_G(thor)->_moveCountdown = 6;
 
 	// Load level data
 	_G(new_level) = _G(current_level);
diff --git a/engines/got/game/main.cpp b/engines/got/game/main.cpp
index 0972a7412ee..1a2d46ad73a 100644
--- a/engines/got/game/main.cpp
+++ b/engines/got/game/main.cpp
@@ -26,21 +26,21 @@
 namespace Got {
 
 void setup_load() {
-	_G(thor)->used = 1;
+	_G(thor)->_active = 1;
 	_G(new_level) = _G(thor_info).last_screen;
-	_G(thor)->x = (_G(thor_info).last_icon % 20) * 16;
-	_G(thor)->y = ((_G(thor_info).last_icon / 20) * 16) - 1;
-	if (_G(thor)->x < 1)
-		_G(thor)->x = 1;
-	if (_G(thor)->y < 0)
-		_G(thor)->y = 0;
-	_G(thor)->last_x[0] = _G(thor)->x;
-	_G(thor)->last_x[1] = _G(thor)->x;
-	_G(thor)->last_y[0] = _G(thor)->y;
-	_G(thor)->last_y[1] = _G(thor)->y;
-	_G(thor)->dir = _G(thor_info).last_dir;
-	_G(thor)->last_dir = _G(thor_info).last_dir;
-	_G(thor)->health = _G(thor_info).last_health;
+	_G(thor)->_x = (_G(thor_info).last_icon % 20) * 16;
+	_G(thor)->_y = ((_G(thor_info).last_icon / 20) * 16) - 1;
+	if (_G(thor)->_x < 1)
+		_G(thor)->_x = 1;
+	if (_G(thor)->_y < 0)
+		_G(thor)->_y = 0;
+	_G(thor)->_lastX[0] = _G(thor)->_x;
+	_G(thor)->_lastX[1] = _G(thor)->_x;
+	_G(thor)->_lastY[0] = _G(thor)->_y;
+	_G(thor)->_lastY[1] = _G(thor)->_y;
+	_G(thor)->_dir = _G(thor_info).last_dir;
+	_G(thor)->_lastDir = _G(thor_info).last_dir;
+	_G(thor)->_health = _G(thor_info).last_health;
 	_G(thor_info).magic = _G(thor_info).last_magic;
 	_G(thor_info).jewels = _G(thor_info).last_jewels;
 	_G(thor_info).keys = _G(thor_info).last_keys;
@@ -49,9 +49,9 @@ void setup_load() {
 	_G(thor_info).inventory = _G(thor_info).last_inventory;
 	_G(thor_info).object = _G(thor_info).last_object;
 	_G(thor_info).object_name = _G(thor_info).last_object_name;
-	_G(thor)->num_moves = 1;
-	_G(thor)->vunerable = 60;
-	_G(thor)->show = 60;
+	_G(thor)->_numMoves = 1;
+	_G(thor)->_vulnerableCountdown = 60;
+	_G(thor)->_show = 60;
 	_G(hourglass_flag) = 0;
 	_G(apple_flag) = false;
 	_G(bomb_flag) = false;
@@ -59,9 +59,9 @@ void setup_load() {
 	_G(lightning_used) = false;
 	_G(tornado_used) = false;
 	_G(shield_on) = false;
-	_G(actor[1]).used = 0;
-	_G(actor[2]).used = 0;
-	_G(thor)->speed_count = 6;
+	_G(actor[1])._active = 0;
+	_G(actor[2])._active = 0;
+	_G(thor)->_moveCountdown = 6;
 
 	_G(scrn).load(_G(new_level));
 
diff --git a/engines/got/game/move.cpp b/engines/got/game/move.cpp
index aff6c6117fe..4e70e4a2d94 100644
--- a/engines/got/game/move.cpp
+++ b/engines/got/game/move.cpp
@@ -31,17 +31,17 @@
 namespace Got {
 
 void next_frame(ACTOR *actr) {
-	const int fcount = actr->frame_count - 1;
+	const int fcount = actr->_frameCount - 1;
 
 	if (fcount <= 0) {
-		actr->next++;
+		actr->_nextFrame++;
 
-		if (actr->next > 3)
-			actr->next = 0;
+		if (actr->_nextFrame > 3)
+			actr->_nextFrame = 0;
 
-		actr->frame_count = actr->frame_speed;
+		actr->_frameCount = actr->_frameSpeed;
 	} else
-		actr->frame_count = fcount;
+		actr->_frameCount = fcount;
 }
 
 bool point_within(int x, int y, int x1, int y1, int x2, int y2) {
@@ -69,30 +69,30 @@ bool overlap(int x1, int y1, int x2, int y2, int x3, int y3, int x4, int y4) {
 }
 
 int reverse_direction(ACTOR *actr) {
-	if (actr->dir == 1)
+	if (actr->_dir == 1)
 		return 0;
-	if (actr->dir == 2)
+	if (actr->_dir == 2)
 		return 3;
-	if (actr->dir == 3)
+	if (actr->_dir == 3)
 		return 2;
 	return 1;
 }
 
 void thor_shoots() {
-	if ((_G(hammer)->used != 1) && (!_G(hammer)->dead) && (!_G(thor)->shot_cnt)) {
+	if ((_G(hammer)->_active != 1) && (!_G(hammer)->_dead) && (!_G(thor)->_shotCountdown)) {
 		play_sound(SWISH, false);
-		_G(thor)->shot_cnt = 20;
-		_G(hammer)->used = 1;
-		_G(hammer)->dir = _G(thor)->dir;
-		_G(hammer)->last_dir = _G(thor)->dir;
-		_G(hammer)->x = _G(thor)->x;
-		_G(hammer)->y = _G(thor)->y + 2;
-		_G(hammer)->move = 2;
-		_G(hammer)->next = 0;
-		_G(hammer)->last_x[0] = _G(hammer)->x;
-		_G(hammer)->last_x[1] = _G(hammer)->x;
-		_G(hammer)->last_y[0] = _G(hammer)->y;
-		_G(hammer)->last_y[1] = _G(hammer)->y;
+		_G(thor)->_shotCountdown = 20;
+		_G(hammer)->_active = 1;
+		_G(hammer)->_dir = _G(thor)->_dir;
+		_G(hammer)->_lastDir = _G(thor)->_dir;
+		_G(hammer)->_x = _G(thor)->_x;
+		_G(hammer)->_y = _G(thor)->_y + 2;
+		_G(hammer)->_moveType = 2;
+		_G(hammer)->_nextFrame = 0;
+		_G(hammer)->_lastX[0] = _G(hammer)->_x;
+		_G(hammer)->_lastX[1] = _G(hammer)->_x;
+		_G(hammer)->_lastY[0] = _G(hammer)->_y;
+		_G(hammer)->_lastY[1] = _G(hammer)->_y;
 	}
 }
 
@@ -112,11 +112,11 @@ void actor_damaged(ACTOR *actr, int damage) {
 	else if (_G(setup).skill == 2)
 		damage /= 2;
 
-	if (!actr->vunerable && actr->type != 3 && (actr->solid & 0x7f) != 2) {
-		actr->vunerable = STAMINA;
-		if (damage >= actr->health) {
-			if (actr->type != 4) {
-				add_score(actr->init_health * 10);
+	if (!actr->_vulnerableCountdown && actr->_type != 3 && (actr->_solid & 0x7f) != 2) {
+		actr->_vulnerableCountdown = STAMINA;
+		if (damage >= actr->_health) {
+			if (actr->_type != 4) {
+				add_score(actr->_initHealth * 10);
 
 			} else {
 				kill_good_guy();
@@ -124,119 +124,119 @@ void actor_damaged(ACTOR *actr, int damage) {
 
 			actor_destroyed(actr);
 		} else {
-			actr->show = 10;
-			actr->health -= damage;
-			actr->speed_count += 8;
+			actr->_show = 10;
+			actr->_health -= damage;
+			actr->_moveCountdown += 8;
 		}
-	} else if (!actr->vunerable) {
-		actr->vunerable = STAMINA;
+	} else if (!actr->_vulnerableCountdown) {
+		actr->_vulnerableCountdown = STAMINA;
 
-		if (actr->func_num == 4) {
+		if (actr->_funcNum == 4) {
 			switch_icons();
 		}
-		if (actr->func_num == 7) {
+		if (actr->_funcNum == 7) {
 			rotate_arrows();
 		}
 	}
 }
 
 void thor_damaged(ACTOR *actr) {
-	actr->hit_thor = 1;
+	actr->_hitThor = 1;
 
 	// If we're invincible, ignore any damage
 	if (_G(cheats).freezeHealth)
 		return;
 
-	if (GAME3 && actr->func_num == 11) {
-		if (actr->talk_counter) {
-			actr->talk_counter--;
+	if (GAME3 && actr->_funcNum == 11) {
+		if (actr->_talkCounter) {
+			actr->_talkCounter--;
 			return;
 		}
 
-		int t = actr->type;
-		actr->type = 4;
+		int t = actr->_type;
+		actr->_type = 4;
 		actor_speaks(actr, 0, 0);
-		actr->type = t;
-		actr->talk_counter = 30;
+		actr->_type = t;
+		actr->_talkCounter = 30;
 		return;
 	}
 
-	int damage = actr->strength;
+	int damage = actr->_hitStrength;
 	if (damage != 255) {
 		if (!_G(setup).skill)
 			damage /= 2;
 		else if (_G(setup).skill == 2)
 			damage *= 2;
 	}
-	if ((!_G(thor)->vunerable && !_G(shield_on)) || damage == 255) {
-		if (damage >= _G(thor)->health) {
-			_G(thor)->vunerable = 40;
-			_G(thor)->show = 0;
-			_G(thor)->health = 0;
+	if ((!_G(thor)->_vulnerableCountdown && !_G(shield_on)) || damage == 255) {
+		if (damage >= _G(thor)->_health) {
+			_G(thor)->_vulnerableCountdown = 40;
+			_G(thor)->_show = 0;
+			_G(thor)->_health = 0;
 			_G(exit_flag) = 2;
 			g_events->send(GameMessage("THOR_DIES"));
 		} else if (damage) {
-			_G(thor)->vunerable = 40;
+			_G(thor)->_vulnerableCountdown = 40;
 			_G(sound).play_sound(OW, 0);
-			_G(thor)->show = 10;
-			_G(thor)->health -= damage;
+			_G(thor)->_show = 10;
+			_G(thor)->_health -= damage;
 		}
 	}
 }
 
 void actor_destroyed(ACTOR *actr) {
-	if (actr->actor_num > 2) {
+	if (actr->_actorNum > 2) {
 		int pge = _G(pge);
 
-		int x = actr->last_x[pge ^ 1];
-		int y = actr->last_y[pge ^ 1];
-		int x1 = actr->last_x[pge];
-		int y1 = actr->last_y[pge];
-		int r = actr->rating;
-		int n = actr->actor_num;
-		int t = actr->type;
+		int x = actr->_lastX[pge ^ 1];
+		int y = actr->_lastY[pge ^ 1];
+		int x1 = actr->_lastX[pge];
+		int y1 = actr->_lastY[pge];
+		int r = actr->_dropRating;
+		int n = actr->_actorNum;
+		int t = actr->_type;
 
-		if (actr->func_num == 255)
+		if (actr->_funcNum == 255)
 			actr->copyFixedAndPics(_G(explosion));
 		else
 			actr->copyFixedAndPics(_G(sparkle));
 
-		actr->type = t;
-		actr->actor_num = n;
-		actr->rating = r;
-		actr->x = x;
-		actr->y = y;
-		actr->last_x[pge] = x1;
-		actr->last_x[pge ^ 1] = x;
-		actr->last_y[pge] = y1;
-		actr->last_y[pge ^ 1] = y;
-		actr->speed_count = actr->speed;
-		actr->used = 1;
-		actr->num_shots = 3; // used to reverse explosion
-		actr->vunerable = 255;
+		actr->_type = t;
+		actr->_actorNum = n;
+		actr->_dropRating = r;
+		actr->_x = x;
+		actr->_y = y;
+		actr->_lastX[pge] = x1;
+		actr->_lastX[pge ^ 1] = x;
+		actr->_lastY[pge] = y1;
+		actr->_lastY[pge ^ 1] = y;
+		actr->_moveCountdown = actr->_speed;
+		actr->_active = 1;
+		actr->_currNumShots = 3; // used to reverse explosion
+		actr->_vulnerableCountdown = 255;
 	} else {
-		actr->dead = 2;
-		actr->used = 0;
+		actr->_dead = 2;
+		actr->_active = 0;
 	}
 }
 
 int _actor_shoots(ACTOR *actr, int dir) {
-	int t = actr->shot_type - 1;
+	int t = actr->_shotType - 1;
 	for (int i = MAX_ENEMIES + 3; i < MAX_ACTORS; i++) {
-		if ((!_G(actor[i]).used) && (!_G(actor[i]).dead)) {
+		if ((!_G(actor[i])._active) && (!_G(actor[i])._dead)) {
 			ACTOR *act = &_G(actor[i]);
 			*act = _G(shot[t]);
 			int cx, cy;
 
-			if (actr->size_y < act->size_y)
-				cy = actr->y - ((act->size_y - actr->size_y) / 2);
+			if (actr->_sizeY < act->_sizeY)
+				cy = actr->_y - ((act->_sizeY - actr->_sizeY) / 2);
 			else
-				cy = actr->y + ((actr->size_y - act->size_y) / 2);
+				cy = actr->_y + ((actr->_sizeY - act->_sizeY) / 2);
 
-			if (actr->size_x < act->size_x)
-				cx = actr->x - ((act->size_x - actr->size_x) / 2);
+			if (actr->_sizeX < act->_sizeX)
+				cx = actr->_x - ((act->_sizeX - actr->_sizeX) / 2);
 			else
-				cx = actr->x + ((actr->size_x - act->size_x) / 2);
+				cx = actr->_x + ((actr->_sizeX - act->_sizeX) / 2);
 
 			if (cy > 174)
 				cy = 174;
@@ -244,32 +244,32 @@ int _actor_shoots(ACTOR *actr, int dir) {
 			if (cx > 304)
 				cx = 304;
 
-			act->x = cx;
-			act->y = cy;
-			act->last_dir = dir;
-			act->next = 0;
-			act->dir = dir;
-			if (act->directions == 1)
-				act->dir = 0;
-			else if (act->directions == 4 && act->frames == 1) {
-				act->next = dir;
-				act->dir = 0;
+			act->_x = cx;
+			act->_y = cy;
+			act->_lastDir = dir;
+			act->_nextFrame = 0;
+			act->_dir = dir;
+			if (act->_directions == 1)
+				act->_dir = 0;
+			else if (act->_directions == 4 && act->_framesPerDirection == 1) {
+				act->_nextFrame = dir;
+				act->_dir = 0;
 			}
-			act->frame_count = act->frame_speed;
-			act->speed_count = act->speed;
-			act->last_x[0] = cx;
-			act->last_x[1] = cx;
-			act->last_x[0] = actr->x;
-			act->last_x[1] = actr->x;
-			act->last_y[0] = cy;
-			act->last_y[1] = cy;
-			act->used = 1;
-			act->creator = actr->actor_num;
-			act->move_count = act->num_moves;
-			act->dead = 0;
-			actr->shot_actor = i;
-			actr->num_shots++;
-			actr->shot_cnt = 20;
+			act->_frameCount = act->_frameSpeed;
+			act->_moveCountdown = act->_speed;
+			act->_lastX[0] = cx;
+			act->_lastX[1] = cx;
+			act->_lastX[0] = actr->_x;
+			act->_lastX[1] = actr->_x;
+			act->_lastY[0] = cy;
+			act->_lastY[1] = cy;
+			act->_active = 1;
+			act->_creator = actr->_actorNum;
+			act->_moveCount = act->_numMoves;
+			act->_dead = 0;
+			actr->_shotActor = i;
+			actr->_currNumShots++;
+			actr->_shotCountdown = 20;
 			_G(shot_ok) = false;
 			return 1;
 		}
@@ -284,15 +284,15 @@ void actor_always_shoots(ACTOR *actr, int dir) {
 int actor_shoots(ACTOR *actr, int dir) {
 	int i;
 
-	int cx = (actr->x + (actr->size_x / 2)) >> 4;
-	int cy = ((actr->y + actr->size_y) - 2) >> 4;
+	int cx = (actr->_x + (actr->_sizeX / 2)) >> 4;
+	int cy = ((actr->_y + actr->_sizeY) - 2) >> 4;
 
-	int tx = _G(thor)->center_x;
-	int ty = _G(thor)->center_y;
+	int tx = _G(thor)->_centerX;
+	int ty = _G(thor)->_centerY;
 
 	int icn = 140;
 
-	if (_G(shot[actr->shot_type - 1]).flying)
+	if (_G(shot[actr->_shotType - 1])._flying)
 		icn = 80;
 
 	switch (dir) {
@@ -325,55 +325,55 @@ int actor_shoots(ACTOR *actr, int dir) {
 }
 
 void move_actor(ACTOR *actr) {
-	if (actr->vunerable != 0)
-		actr->vunerable--;
-	if (actr->shot_cnt != 0)
-		actr->shot_cnt--;
-	if (actr->show != 0)
-		actr->show--;
-
-	if (!actr->shot_cnt && _G(shot_ok)) {
-		if (actr->shots_allowed) {
-			if (actr->num_shots < actr->shots_allowed) {
-				shot_pattern_func[actr->shot_pattern](actr);
+	if (actr->_vulnerableCountdown != 0)
+		actr->_vulnerableCountdown--;
+	if (actr->_shotCountdown != 0)
+		actr->_shotCountdown--;
+	if (actr->_show != 0)
+		actr->_show--;
+
+	if (!actr->_shotCountdown && _G(shot_ok)) {
+		if (actr->_numShotsAllowed) {
+			if (actr->_currNumShots < actr->_numShotsAllowed) {
+				shot_pattern_func[actr->_shotPattern](actr);
 			}
 		}
 	}
 
-	const int scount = actr->speed_count -1;
+	const int scount = actr->_moveCountdown - 1;
 	if (scount <= 0) {
-		if (!actr->move_counter)
-			actr->speed_count = actr->speed;
+		if (!actr->_moveCounter)
+			actr->_moveCountdown = actr->_speed;
 		else
-			actr->speed_count = (actr->speed << 1);
+			actr->_moveCountdown = (actr->_speed << 1);
 		
 		int i;
 
-		if (actr->type == 3)
-			i = shot_movement_func[actr->move](actr);
+		if (actr->_type == 3)
+			i = shot_movement_func[actr->_moveType](actr);
 		else
-			i = movement_func[actr->move](actr);
+			i = movement_func[actr->_moveType](actr);
 		
-		if (actr->directions == 2)
+		if (actr->_directions == 2)
 			i &= 1;
 		
-		if (i != actr->dir)
-			actr->dir = i;
-
-		if (actr->move == 0 && _G(current_level) != _G(new_level) && _G(shield_on)) {
-			_G(actor[2]).x = actr->x - 2;
-			if (_G(actor[2]).x < 0)
-				_G(actor[2]).x = 0;
-			_G(actor[2]).y = actr->y;
-			_G(actor[2]).last_x[0] = _G(actor[2]).x;
-			_G(actor[2]).last_x[1] = _G(actor[2]).x;
-			_G(actor[2]).last_y[0] = _G(actor[2]).y;
-			_G(actor[2]).last_y[1] = _G(actor[2]).y;
+		if (i != actr->_dir)
+			actr->_dir = i;
+
+		if (actr->_moveType == 0 && _G(current_level) != _G(new_level) && _G(shield_on)) {
+			_G(actor[2])._x = actr->_x - 2;
+			if (_G(actor[2])._x < 0)
+				_G(actor[2])._x = 0;
+			_G(actor[2])._y = actr->_y;
+			_G(actor[2])._lastX[0] = _G(actor[2])._x;
+			_G(actor[2])._lastX[1] = _G(actor[2])._x;
+			_G(actor[2])._lastY[0] = _G(actor[2])._y;
+			_G(actor[2])._lastY[1] = _G(actor[2])._y;
 		}
 	} else
-		actr->speed_count = scount;
+		actr->_moveCountdown = scount;
 
-	actr->x &= 0xfffe;
+	actr->_x &= 0xfffe;
 }
 
 } // namespace Got
diff --git a/engines/got/game/move_patterns.cpp b/engines/got/game/move_patterns.cpp
index 2249c4b6b46..3fdd8f0a53a 100644
--- a/engines/got/game/move_patterns.cpp
+++ b/engines/got/game/move_patterns.cpp
@@ -166,11 +166,11 @@ int check_move0(int x, int y, ACTOR *actr) {
 	if (x < 0) {
 		if (_G(current_level) > 0) {
 			_G(new_level) = _G(current_level) - 1;
-			actr->x = 304;
-			actr->last_x[0] = 304;
-			actr->last_x[1] = 304;
-			actr->show = 0;
-			actr->move_count = 0;
+			actr->_x = 304;
+			actr->_lastX[0] = 304;
+			actr->_lastX[1] = 304;
+			actr->_show = 0;
+			actr->_moveCount = 0;
 			set_thor_vars();
 			return 1;
 		}
@@ -181,11 +181,11 @@ int check_move0(int x, int y, ACTOR *actr) {
 	if (x > 306) {
 		if (_G(current_level) < 119) {
 			_G(new_level) = _G(current_level) + 1;
-			actr->x = 0;
-			actr->last_x[0] = 0;
-			actr->last_x[1] = 0;
-			actr->show = 0;
-			actr->move_count = 0;
+			actr->_x = 0;
+			actr->_lastX[0] = 0;
+			actr->_lastX[1] = 0;
+			actr->_show = 0;
+			actr->_moveCount = 0;
 			set_thor_vars();
 			return 1;
 		}
@@ -196,11 +196,11 @@ int check_move0(int x, int y, ACTOR *actr) {
 	if (y < 0) {
 		if (_G(current_level) > 9) {
 			_G(new_level) = _G(current_level) - 10;
-			actr->y = 175;
-			actr->last_y[0] = 175;
-			actr->show = 0;
-			actr->last_y[1] = 175;
-			actr->move_count = 0;
+			actr->_y = 175;
+			actr->_lastY[0] = 175;
+			actr->_show = 0;
+			actr->_lastY[1] = 175;
+			actr->_moveCount = 0;
 			set_thor_vars();
 			return 1;
 		}
@@ -211,11 +211,11 @@ int check_move0(int x, int y, ACTOR *actr) {
 	if (y > 175) {
 		if (_G(current_level) < 110) {
 			_G(new_level) = _G(current_level) + 10;
-			actr->y = 0;
-			actr->last_y[0] = 0;
-			actr->last_y[1] = 0;
-			actr->show = 0;
-			actr->move_count = 0;
+			actr->_y = 0;
+			actr->_lastY[0] = 0;
+			actr->_lastY[1] = 0;
+			actr->_show = 0;
+			actr->_moveCount = 0;
 			set_thor_vars();
 			return 1;
 		}
@@ -225,13 +225,13 @@ int check_move0(int x, int y, ACTOR *actr) {
 	
 	int x1 = (x + 1) >> 4;
 	int y1 = (y + 8) >> 4;
-	int x2 = (_G(thor)->dir > 1) ? (x + 12) >> 4 : (x + 10) >> 4;
+	int x2 = (_G(thor)->_dir > 1) ? (x + 12) >> 4 : (x + 10) >> 4;
 	int y2 = (y + 15) >> 4;
 
 	_G(slip_flag) = false;
 
 	// Check for cheat flying mode
-	if (!actr->flying) {
+	if (!actr->_flying) {
 		byte icn1 = _G(scrn).icon[y1][x1];
 		byte icn2 = _G(scrn).icon[y2][x1];
 		byte icn3 = _G(scrn).icon[y1][x2];
@@ -308,44 +308,44 @@ int check_move0(int x, int y, ACTOR *actr) {
 	_G(thor_special_flag) = false;
 	for (int i = 3; i < MAX_ACTORS; i++) {
 		ACTOR *act = &_G(actor[i]);
-		if ((act->solid & 128) || !act->used)
+		if ((act->_solid & 128) || !act->_active)
 			continue;
 
-		int x3 = act->x + 1;
-		int y3 = act->y + 1;
+		int x3 = act->_x + 1;
+		int y3 = act->_y + 1;
 		
 		if (ABS(x3 - x1) > 16 || ABS(y3 - y1) > 16)
 			continue;
 		
-		int x4 = act->x + act->size_x - 1;
-		int y4 = act->y + act->size_y - 1;
+		int x4 = act->_x + act->_sizeX - 1;
+		int y4 = act->_y + act->_sizeY - 1;
 		if (overlap(x1, y1, x2, y2, x3, y3, x4, y4)) {
-			if (act->func_num > 0) { // 255=explosion
-				if (act->func_num == 255)
+			if (act->_funcNum > 0) { // 255=explosion
+				if (act->_funcNum == 255)
 					return 0;
-				act->temp1 = x;
-				act->temp2 = y;
+				act->_temp1 = x;
+				act->_temp2 = y;
 				_G(thor_special_flag) = true;
 				
-				return special_movement_func[act->func_num](act);
+				return special_movement_func[act->_funcNum](act);
 			}
 
 			_G(thor_special_flag) = false;
 			thor_damaged(act);
-			if (act->solid < 2) {
-				if (!act->vunerable && (!(act->type & 1)))
+			if (act->_solid < 2) {
+				if (!act->_vulnerableCountdown && (!(act->_type & 1)))
 					play_sound(PUNCH1, false);
 
-				if (!_G(hammer)->used && _G(key_flag[key_fire]))
-					actor_damaged(act, _G(hammer)->strength);
+				if (!_G(hammer)->_active && _G(key_flag[key_fire]))
+					actor_damaged(act, _G(hammer)->_hitStrength);
 				else
-					actor_damaged(act, _G(thor)->strength);
+					actor_damaged(act, _G(thor)->_hitStrength);
 			}
 			return 1;
 		}
 	}
-	actr->x = x;
-	actr->y = y;
+	actr->_x = x;
+	actr->_y = y;
 	return 1;
 }
 
@@ -361,7 +361,7 @@ int check_move1(int x, int y, ACTOR *actr) {
 
 	// Check for solid or fly over
 	int icn = TILE_FLY;
-	if (actr->flying)
+	if (actr->_flying)
 		icn = TILE_SOLID;
 
 	byte icn1 = _G(scrn).icon[y1][x1];
@@ -369,7 +369,7 @@ int check_move1(int x, int y, ACTOR *actr) {
 	byte icn3 = _G(scrn).icon[y1][x2];
 	byte icn4 = _G(scrn).icon[y2][x2];
 	if (icn1 < icn || icn2 < icn || icn3 < icn || icn4 < icn) {
-		if (actr->actor_num == 1 && actr->move == 2)
+		if (actr->_actorNum == 1 && actr->_moveType == 2)
 			play_sound(CLANG, false);
 
 		return 0;
@@ -395,17 +395,17 @@ int check_move1(int x, int y, ACTOR *actr) {
 	int f = 0;
 	for (int i = 3; i < MAX_ACTORS; i++) {
 		ACTOR *act = &_G(actor[i]);
-		if (!act->used || act->type == 3)
+		if (!act->_active || act->_type == 3)
 			continue;
 		
-		int x3 = act->x;
-		int y3 = act->y;
+		int x3 = act->_x;
+		int y3 = act->_y;
 
 		if (ABS(x3 - x1) > 16 || ABS(y3 - y1) > 16)
 			continue;
 		
-		int x4 = act->x + act->size_x - 1;
-		int y4 = act->y + act->size_y - 1;
+		int x4 = act->_x + act->_sizeX - 1;
+		int y4 = act->_y + act->_sizeY - 1;
 
 		if (overlap(x1, y1, x2, y2, x3, y3, x4, y4)) {
 			if (_G(boss_active) && !GAME3) {
@@ -421,43 +421,43 @@ int check_move1(int x, int y, ACTOR *actr) {
 					break;
 				}
 			} else {
-				if (act->solid == 2 && (actr->move == 16 || actr->move == 17))
+				if (act->_solid == 2 && (actr->_moveType == 16 || actr->_moveType == 17))
 					return 0;
-				actor_damaged(act, actr->strength);
+				actor_damaged(act, actr->_hitStrength);
 			}
 			f++;
 		}
 	}
-	if (f && actr->move == 2)
+	if (f && actr->_moveType == 2)
 		return 0;
 
-	actr->x = x;
-	actr->y = y;
+	actr->_x = x;
+	actr->_y = y;
 	return 1;
 }
 
 // Check enemy move
 int check_move2(int x, int y, ACTOR *actr) {
-	if (actr->actor_num < 3)
+	if (actr->_actorNum < 3)
 		return check_move1(x, y, actr);
 
-	if (x < 0 || x > (319 - actr->size_x) || y < 0 || y > 175)
+	if (x < 0 || x > (319 - actr->_sizeX) || y < 0 || y > 175)
 		return 0;
 
 	int x1 = (x + 1) >> 4;
 	int y1;
-	if (!actr->func_num)
-		y1 = (y + (actr->size_y / 2)) >> 4;
+	if (!actr->_funcNum)
+		y1 = (y + (actr->_sizeY / 2)) >> 4;
 	else
 		y1 = (y + 1) >> 4;
 
-	int x2 = ((x + actr->size_x) - 1) >> 4;
-	int y2 = ((y + actr->size_y) - 1) >> 4;
+	int x2 = ((x + actr->_sizeX) - 1) >> 4;
+	int y2 = ((y + actr->_sizeY) - 1) >> 4;
 
 	// Check for solid or fly over
 
 	int icn = TILE_FLY;
-	if (actr->flying)
+	if (actr->_flying)
 		icn = TILE_SOLID;
 
 	byte icn1 = _G(scrn).icon[y1][x1];
@@ -482,14 +482,14 @@ int check_move2(int x, int y, ACTOR *actr) {
 
 	x1 = x + 1;
 	y1 = y + 1;
-	x2 = (x + actr->size_x) - 1;
-	y2 = (y + actr->size_y) - 1;
+	x2 = (x + actr->_sizeX) - 1;
+	y2 = (y + actr->_sizeY) - 1;
 
 	for (int i = 0; i < MAX_ACTORS; i++) {
 		ACTOR *act = &_G(actor[i]);
-		if (act->actor_num == actr->actor_num || act->actor_num == 1 || !act->used)
+		if (act->_actorNum == actr->_actorNum || act->_actorNum == 1 || !act->_active)
 			continue;
-		if (act->type == 3)
+		if (act->_type == 3)
 			continue; // Shot
 
 		if (i == 0) {
@@ -498,44 +498,44 @@ int check_move2(int x, int y, ACTOR *actr) {
 				return 0;
 			}
 		} else {
-			int x3 = act->x;
-			int y3 = act->y;
+			int x3 = act->_x;
+			int y3 = act->_y;
 			
 			if (ABS(x3 - x1) > 16 || ABS(y3 - y1) > 16)
 				continue;
 
-			int x4 = act->x + act->size_x;
-			int y4 = act->y + act->size_y;
+			int x4 = act->_x + act->_sizeX;
+			int y4 = act->_y + act->_sizeY;
 			if (overlap(x1, y1, x2, y2, x3, y3, x4, y4)) {
-				if (actr->move == 38) {
-					if (act->func_num == 4)
+				if (actr->_moveType == 38) {
+					if (act->_funcNum == 4)
 						_G(switch_flag) = 1;
-					else if (act->func_num == 7)
+					else if (act->_funcNum == 7)
 						_G(switch_flag) = 2;
 				}
 				return 0;
 			}
 		}
 	}
-	actr->x = x;
-	actr->y = y;
+	actr->_x = x;
+	actr->_y = y;
 	return 1;
 }
 
 // Check enemy shot move
 int check_move3(int x, int y, ACTOR *actr) {
-	if (x < 0 || x > (319 - actr->size_x) || y < 0 || y > 175)
+	if (x < 0 || x > (319 - actr->_sizeX) || y < 0 || y > 175)
 		return 0;
 
 	int x1 = (x + 1) >> 4;
-	int y1 = (y + (actr->size_y / 2)) >> 4;
-	int x2 = ((x + actr->size_x) - 1) >> 4;
-	int y2 = ((y + actr->size_y) - 1) >> 4;
+	int y1 = (y + (actr->_sizeY / 2)) >> 4;
+	int x2 = ((x + actr->_sizeX) - 1) >> 4;
+	int y2 = ((y + actr->_sizeY) - 1) >> 4;
 
 	// Check for solid or fly over
 
 	int icn = TILE_FLY;
-	if (actr->flying)
+	if (actr->_flying)
 		icn = TILE_SOLID;
 
 	byte icn1 = _G(scrn).icon[y1][x1];
@@ -557,30 +557,30 @@ int check_move3(int x, int y, ACTOR *actr) {
 	// Check for solid or fly over
 	x1 = x + 1;
 	y1 = y + 1;
-	x2 = (x + actr->size_x) - 1;
-	y2 = (y + actr->size_y) - 1;
+	x2 = (x + actr->_sizeX) - 1;
+	y2 = (y + actr->_sizeY) - 1;
 
 	if (overlap(x1, y1, x2, y2, _G(thor_x1), _G(thor_real_y1), _G(thor_x2), _G(thor_y2))) {
 		thor_damaged(actr);
 		return 0;
 	}
 	for (int i = 3; i < MAX_ACTORS; i++) {
-		if (i == actr->actor_num)
+		if (i == actr->_actorNum)
 			continue;
 
 		ACTOR *act = &_G(actor[i]);
 
-		if (!act->used)
+		if (!act->_active)
 			continue;
-		if (act->solid < 2)
+		if (act->_solid < 2)
 			continue;
-		if (act->type == 3)
+		if (act->_type == 3)
 			continue; // Shot
-		if (act->actor_num == actr->creator)
+		if (act->_actorNum == actr->_creator)
 			continue;
 
-		int x3 = act->x;
-		int y3 = act->y;
+		int x3 = act->_x;
+		int y3 = act->_y;
 
 		if (ABS(x3 - x1) > 16 || ABS(y3 - y1) > 16)
 			continue;
@@ -590,23 +590,23 @@ int check_move3(int x, int y, ACTOR *actr) {
 		if (overlap(x1, y1, x2, y2, x3, y3, x4, y4))
 			return 0;
 	}
-	actr->x = x;
-	actr->y = y;
+	actr->_x = x;
+	actr->_y = y;
 	return 1;
 }
 
 // Flying enemies
 int check_move4(int x, int y, ACTOR *actr) {
-	if (x < 0 || x > (319 - actr->size_x) || y < 0 || y > 175)
+	if (x < 0 || x > (319 - actr->_sizeX) || y < 0 || y > 175)
 		return 0;
-	if (overlap(x, y, x + actr->size_x - 1, y + actr->size_y - 1,
+	if (overlap(x, y, x + actr->_sizeX - 1, y + actr->_sizeY - 1,
 				_G(thor_x1), _G(thor_y1), _G(thor_x2), _G(thor_y2))) {
-		if (actr->type == 3)
+		if (actr->_type == 3)
 			thor_damaged(actr);
 		return 0;
 	}
-	actr->x = x;
-	actr->y = y;
+	actr->_x = x;
+	actr->_y = y;
 	return 1;
 }
 
@@ -622,38 +622,38 @@ int check_thor_move(int x, int y, ACTOR *actr) {
 	if (_G(thor_icon1) + _G(thor_icon2) + _G(thor_icon3) + _G(thor_icon4) > 1)
 		return 0;
 
-	switch (actr->dir) {
+	switch (actr->_dir) {
 	case 0:
 		if (_G(thor_icon1)) {
-			actr->dir = 3;
+			actr->_dir = 3;
 			if (check_move0(x + THOR_PAD1, y + 2, actr)) {
-				actr->dir = 0;
+				actr->_dir = 0;
 				return 1;
 			}
 		} else if (_G(thor_icon3)) {
-			actr->dir = 2;
+			actr->_dir = 2;
 			if (check_move0(x - THOR_PAD1, y + 2, actr)) {
-				actr->dir = 0;
+				actr->_dir = 0;
 				return 1;
 			}
 		}
-		actr->dir = 0;
+		actr->_dir = 0;
 		break;
 	case 1:
 		if (_G(thor_icon2)) {
-			actr->dir = 3;
+			actr->_dir = 3;
 			if (check_move0(x + THOR_PAD1, y - 2, actr)) {
-				actr->dir = 1;
+				actr->_dir = 1;
 				return 1;
 			}
 		} else if (_G(thor_icon4)) {
-			actr->dir = 2;
+			actr->_dir = 2;
 			if (check_move0(x - THOR_PAD1, y - 2, actr)) {
-				actr->dir = 1;
+				actr->_dir = 1;
 				return 1;
 			}
 		}
-		actr->dir = 1;
+		actr->_dir = 1;
 		break;
 	case 2:
 		if (_G(thor_icon1)) {
@@ -680,22 +680,22 @@ int check_thor_move(int x, int y, ACTOR *actr) {
 
 // Player control
 int movement_zero(ACTOR *actr) {
-	int d = actr->dir;
+	int d = actr->_dir;
 	int od = d;
 
 	set_thor_vars();
 
-	if (_G(hammer)->used && _G(hammer)->move == 5) {
+	if (_G(hammer)->_active && _G(hammer)->_moveType == 5) {
 		if (overlap(_G(thor_x1), _G(thor_y1), _G(thor_x2), _G(thor_y2),
-					_G(hammer)->x, _G(hammer)->y, _G(hammer)->x + 13, _G(hammer)->y + 13)) {
+					_G(hammer)->_x, _G(hammer)->_y, _G(hammer)->_x + 13, _G(hammer)->_y + 13)) {
 			actor_destroyed(_G(hammer));
 		}
 	}
-	int x = actr->x;
-	int y = actr->y;
+	int x = actr->_x;
+	int y = actr->_y;
 	_G(diag_flag) = false;
-	if (actr->move_counter)
-		actr->move_counter--;
+	if (actr->_moveCounter)
+		actr->_moveCounter--;
 
 	if (_G(slipping)) {
 		if (_G(slip_cnt) == 8)
@@ -707,13 +707,13 @@ int movement_zero(ACTOR *actr) {
 			_G(slipping) = false;
 
 		check_thor_move(x, y, actr);
-		_G(thor)->speed_count = 4;
+		_G(thor)->_moveCountdown = 4;
 		return d;
 	}
 
 	if (_G(key_flag[key_up]) && _G(key_flag[key_left])) {
 		d = 2;
-		actr->dir = d;
+		actr->_dir = d;
 		_G(diag) = 1;
 		_G(diag_flag) = true;
 		if (check_thor_move(x - 2, y - 2, actr)) {
@@ -722,7 +722,7 @@ int movement_zero(ACTOR *actr) {
 		}
 	} else if (_G(key_flag[key_up]) && _G(key_flag[key_right])) {
 		d = 3;
-		actr->dir = d;
+		actr->_dir = d;
 		_G(diag) = 2;
 		_G(diag_flag) = true;
 		if (check_thor_move(x + 2, y - 2, actr)) {
@@ -731,7 +731,7 @@ int movement_zero(ACTOR *actr) {
 		}
 	} else if (_G(key_flag[key_down]) && _G(key_flag[key_left])) {
 		d = 2;
-		actr->dir = d;
+		actr->_dir = d;
 		_G(diag) = 4;
 		_G(diag_flag) = true;
 		if (check_thor_move(x - 2, y + 2, actr)) {
@@ -740,7 +740,7 @@ int movement_zero(ACTOR *actr) {
 		}
 	} else if (_G(key_flag[key_down]) && _G(key_flag[key_right])) {
 		d = 3;
-		actr->dir = d;
+		actr->_dir = d;
 		_G(diag) = 3;
 		_G(diag_flag) = true;
 		if (check_thor_move(x + 2, y + 2, actr)) {
@@ -752,7 +752,7 @@ int movement_zero(ACTOR *actr) {
 	if (_G(key_flag[key_right])) {
 		if (!_G(key_flag[key_left])) {
 			d = 3;
-			actr->dir = d;
+			actr->_dir = d;
 			if (check_thor_move(x + 2, y, actr)) {
 				next_frame(actr);
 				return d;
@@ -762,7 +762,7 @@ int movement_zero(ACTOR *actr) {
 	if (_G(key_flag[key_left])) {
 		if (!_G(key_flag[key_right])) {
 			d = 2;
-			actr->dir = d;
+			actr->_dir = d;
 			if (check_thor_move(x - 2, y, actr)) {
 				next_frame(actr);
 				return d;
@@ -772,7 +772,7 @@ int movement_zero(ACTOR *actr) {
 	if (_G(key_flag[key_down])) {
 		if (!_G(key_flag[key_up])) {
 			d = 1;
-			actr->dir = d;
+			actr->_dir = d;
 			if (check_thor_move(x, y + 2, actr)) {
 				next_frame(actr);
 				return d;
@@ -782,16 +782,16 @@ int movement_zero(ACTOR *actr) {
 	if (_G(key_flag[key_up])) {
 		if (!_G(key_flag[key_down])) {
 			d = 0;
-			actr->dir = d;
+			actr->_dir = d;
 			if (check_thor_move(x, y - 2, actr)) {
 				next_frame(actr);
 				return d;
 			}
 		}
 	}
-	actr->move_counter = 5;
-	actr->next = 0;
-	actr->dir = od;
+	actr->_moveCounter = 5;
+	actr->_nextFrame = 0;
+	actr->_dir = od;
 	return d;
 }
 
@@ -801,7 +801,7 @@ int check_special_move1(int x, int y, ACTOR *actr) {
 
 	ACTOR *act;
 
-	if (actr->actor_num < 3)
+	if (actr->_actorNum < 3)
 		return check_move1(x, y, actr);
 
 	if (x < 0 || x > 304 || y < 0 || y > 176)
@@ -815,7 +815,7 @@ int check_special_move1(int x, int y, ACTOR *actr) {
 	// Check for solid or fly over
 
 	int icn = TILE_FLY;
-	if (actr->flying)
+	if (actr->_flying)
 		icn = TILE_SOLID;
 
 	byte icn1 = _G(scrn).icon[y1][x1];
@@ -841,44 +841,44 @@ int check_special_move1(int x, int y, ACTOR *actr) {
 
 	for (i = 3; i < MAX_ACTORS; i++) {
 		act = &_G(actor[i]);
-		if (act->actor_num == actr->actor_num)
+		if (act->_actorNum == actr->_actorNum)
 			continue;
-		if (!act->used)
+		if (!act->_active)
 			continue;
-		if (act->type == 3)
+		if (act->_type == 3)
 			continue; //shot
-		x3 = act->x;
+		x3 = act->_x;
 		if ((ABS(x3 - x1)) > 16)
 			continue;
-		y3 = act->y;
+		y3 = act->_y;
 		if ((ABS(y3 - y1)) > 16)
 			continue;
-		x4 = act->x + act->size_x;
-		y4 = act->y + 15;
+		x4 = act->_x + act->_sizeX;
+		y4 = act->_y + 15;
 		if (overlap(x1, y1, x2, y2, x3, y3, x4, y4))
 			return 0;
 	}
 	for (i = 3; i < MAX_ACTORS; i++) {
 		act = &_G(actor[i]);
-		if (act->actor_num == actr->actor_num)
+		if (act->_actorNum == actr->_actorNum)
 			continue;
-		if (!act->used)
+		if (!act->_active)
 			continue;
-		if (act->type == 3)
+		if (act->_type == 3)
 			continue; // Shot
-		x3 = act->x;
+		x3 = act->_x;
 		if ((ABS(x3 - x1)) > 16)
 			continue;
-		y3 = act->y;
+		y3 = act->_y;
 		if ((ABS(y3 - y1)) > 16)
 			continue;
-		x4 = act->x + act->size_x;
-		y4 = act->y + act->size_y;
+		x4 = act->_x + act->_sizeX;
+		y4 = act->_y + act->_sizeY;
 		if (overlap(_G(thor_x1), _G(thor_y1), _G(thor_x2), _G(thor_y2), x3, y3, x4, y4))
 			return 0;
 	}
-	actr->x = x;
-	actr->y = y;
+	actr->_x = x;
+	actr->_y = y;
 	return 1;
 }
 
@@ -889,76 +889,76 @@ int special_movement_one(ACTOR *actr) {
 	if (_G(diag_flag))
 		return 0;
 
-	int d = _G(thor)->dir;
-	int x1 = actr->x;
-	int y1 = actr->y;
-	int sd = actr->last_dir;
-	actr->last_dir = d;
+	int d = _G(thor)->_dir;
+	int x1 = actr->_x;
+	int y1 = actr->_y;
+	int sd = actr->_lastDir;
+	actr->_lastDir = d;
 
 	switch (d) {
 	case 0:
 		y1 -= 2;
 		if (!check_special_move1(x1, y1, actr)) {
-			actr->last_dir = sd;
+			actr->_lastDir = sd;
 			return 0;
 		}
 		break;
 	case 1:
 		y1 += 2;
 		if (!check_special_move1(x1, y1, actr)) {
-			actr->last_dir = sd;
+			actr->_lastDir = sd;
 			return 0;
 		}
 		break;
 	case 2:
 		x1 -= 2;
 		if (!check_special_move1(x1, y1, actr)) {
-			actr->last_dir = sd;
+			actr->_lastDir = sd;
 			return 0;
 		}
 		break;
 	case 3:
 		x1 += 2;
 		if (!check_special_move1(x1, y1, actr)) {
-			actr->last_dir = sd;
+			actr->_lastDir = sd;
 			return 0;
 		}
 		break;
 	}
 	next_frame(actr);
-	actr->last_dir = d;
+	actr->_lastDir = d;
 	return 1;
 }
 
 // Angle
 int special_movement_two(ACTOR *actr) {
-	int x1 = actr->temp1; // Calc thor pos
-	int y1 = actr->temp2;
+	int x1 = actr->_temp1; // Calc thor pos
+	int y1 = actr->_temp2;
 	int x2 = x1 + 13;
 	int y2 = y1 + 14;
 
 	for (int i = 3; i < MAX_ACTORS; i++) {
 		ACTOR *act = &_G(actor[i]);
-		if (actr->actor_num == act->actor_num)
+		if (actr->_actorNum == act->_actorNum)
 			continue;
-		if (!act->used)
+		if (!act->_active)
 			continue;
-		int x3 = act->x;
+		int x3 = act->_x;
 		if ((ABS(x3 - x1)) > 16)
 			continue;
-		int y3 = act->y;
+		int y3 = act->_y;
 		if ((ABS(y3 - y1)) > 16)
 			continue;
-		int x4 = act->x + act->size_x;
-		int y4 = act->y + act->size_y;
+		int x4 = act->_x + act->_sizeX;
+		int y4 = act->_y + act->_sizeY;
 		if (overlap(x1, y1, x2, y2, x3, y3, x4, y4))
 			return 0;
 	}
-	if (!actr->func_pass) {
-		if (_G(thor)->health < 150) {
+	if (!actr->_funcPass) {
+		if (_G(thor)->_health < 150) {
 			if (!sound_playing())
 				play_sound(ANGEL, false);
-			_G(thor)->health += 1;
+			_G(thor)->_health += 1;
 		}
 	} else if (_G(thor_info).magic < 150) {
 		if (!sound_playing())
@@ -976,7 +976,7 @@ int special_movement_three(ACTOR *actr) {
 
 	long lind = (long)_G(current_level);
 	lind *= 1000;
-	lind += (long)actr->actor_num;
+	lind += (long)actr->_actorNum;
 	execute_script(lind, _G(odin));
 
 	return 0;
@@ -984,9 +984,9 @@ int special_movement_three(ACTOR *actr) {
 
 // Peg switch
 int special_movement_four(ACTOR *actr) {
-	if (actr->shot_cnt != 0)
+	if (actr->_shotCountdown != 0)
 		return 0;
-	actr->shot_cnt = 30;
+	actr->_shotCountdown = 30;
 
 	_G(switch_flag) = 1;
 	return 0;
@@ -994,30 +994,30 @@ int special_movement_four(ACTOR *actr) {
 
 // Boulder roll
 int special_movement_five(ACTOR *actr) {
-	int d = _G(thor)->dir;
+	int d = _G(thor)->_dir;
 
 	if (_G(diag_flag)) {
 		switch (_G(diag)) {
 		case 1:
-			if (_G(thor_x1) < (actr->x + 15))
+			if (_G(thor_x1) < (actr->_x + 15))
 				d = 0;
 			else
 				d = 2;
 			break;
 		case 2:
-			if (_G(thor_x2) < actr->x)
+			if (_G(thor_x2) < actr->_x)
 				d = 3;
 			else
 				d = 0;
 			break;
 		case 3:
-			if (_G(thor_x2) > (actr->x))
+			if (_G(thor_x2) > (actr->_x))
 				d = 1;
 			else
 				d = 3;
 			break;
 		case 4:
-			if (_G(thor_x1) > (actr->x + 15))
+			if (_G(thor_x1) > (actr->_x + 15))
 				d = 2;
 			else
 				d = 1;
@@ -1025,8 +1025,8 @@ int special_movement_five(ACTOR *actr) {
 		}
 	}
 
-	actr->last_dir = d;
-	actr->move = 14;
+	actr->_lastDir = d;
+	actr->_moveType = 14;
 	return 0;
 }
 
@@ -1036,35 +1036,35 @@ int special_movement_six(ACTOR *actr) {
 }
 
 int special_movement_seven(ACTOR *actr) {
-	if (actr->shot_cnt != 0)
+	if (actr->_shotCountdown != 0)
 		return 0;
 
-	actr->shot_cnt = 30;
+	actr->_shotCountdown = 30;
 
 	_G(switch_flag) = 2;
 	return 0;
 }
 
 int special_movement_eight(ACTOR *actr) {
-	if (_G(thor)->dir < 2 || _G(diag_flag))
+	if (_G(thor)->_dir < 2 || _G(diag_flag))
 		return 0;
 
-	actr->last_dir = _G(thor)->dir;
-	actr->move = 14;
+	actr->_lastDir = _G(thor)->_dir;
+	actr->_moveType = 14;
 	return 0;
 }
 
 int special_movement_nine(ACTOR *actr) {
-	if (_G(thor)->dir > 1 || _G(diag_flag))
+	if (_G(thor)->_dir > 1 || _G(diag_flag))
 		return 0;
 
-	actr->last_dir = _G(thor)->dir;
-	actr->move = 14;
+	actr->_lastDir = _G(thor)->_dir;
+	actr->_moveType = 14;
 	return 0;
 }
 
 int special_movement_ten(ACTOR *actr) {
-	byte &actor_ctr = GAME1 ? actr->temp6 : actr->talk_counter;
+	byte &actor_ctr = GAME1 ? actr->_temp6 : actr->_talkCounter;
 
 	if (actor_ctr) {
 		actor_ctr--;
@@ -1075,22 +1075,22 @@ int special_movement_ten(ACTOR *actr) {
 		return 0;
 
 	actor_ctr = 10;
-	actor_speaks(actr, 0 - actr->pass_value, 0);
+	actor_speaks(actr, 0 - actr->_passValue, 0);
 	return 0;
 }
 
 // Red guard
 int special_movement_eleven(ACTOR *actr) {
-	if (actr->talk_counter) {
-		actr->talk_counter--;
+	if (actr->_talkCounter) {
+		actr->_talkCounter--;
 		return 0;
 	}
 
-	const int oldType = actr->type;
-	actr->type = 4;
+	const int oldType = actr->_type;
+	actr->_type = 4;
 	actor_speaks(actr, 0, 0);
-	actr->type = oldType;
-	actr->talk_counter = 10;
+	actr->_type = oldType;
+	actr->_talkCounter = 10;
 
 	return 0;
 }
@@ -1098,14 +1098,14 @@ int special_movement_eleven(ACTOR *actr) {
 // No movement - frame cycle
 int movement_one(ACTOR *actr) {
 	next_frame(actr);
-	return actr->dir;
+	return actr->_dir;
 }
 
 // Hammer only
 int movement_two(ACTOR *actr) {
-	int d = actr->last_dir;
-	int x1 = actr->x;
-	int y1 = actr->y;
+	int d = actr->_lastDir;
+	int x1 = actr->_x;
+	int y1 = actr->_y;
 
 	switch (d) {
 	case 0:
@@ -1122,30 +1122,30 @@ int movement_two(ACTOR *actr) {
 		break;
 	}
 	if (!check_move2(x1, y1, actr)) {
-		if (actr->actor_num == 1) {
-			_G(hammer)->move = 5;
+		if (actr->_actorNum == 1) {
+			_G(hammer)->_moveType = 5;
 			d = reverse_direction(_G(hammer));
-			_G(hammer)->dir = d;
+			_G(hammer)->_dir = d;
 		}
-		if (actr->actor_num == 2) {
-			actr->used = 0;
-			actr->dead = 2;
+		if (actr->_actorNum == 2) {
+			actr->_active = 0;
+			actr->_dead = 2;
 			_G(lightning_used) = false;
 			_G(tornado_used) = false;
 		}
 	}
 	next_frame(actr);
-	actr->last_dir = d;
-	if (actr->directions == 1)
+	actr->_lastDir = d;
+	if (actr->_directions == 1)
 		return 0;
 	return d;
 }
 
 // Walk-bump-random turn
 int movement_three(ACTOR *actr) {
-	int d = actr->last_dir;
-	int x1 = actr->x;
-	int y1 = actr->y;
+	int d = actr->_lastDir;
+	int x1 = actr->_x;
+	int y1 = actr->_y;
 
 	switch (d) {
 	case 0:
@@ -1174,18 +1174,18 @@ int movement_three(ACTOR *actr) {
 		break;
 	}
 	next_frame(actr);
-	actr->last_dir = d;
-	if (actr->directions == 1)
+	actr->_lastDir = d;
+	if (actr->_directions == 1)
 		return 0;
 	return d;
 }
 
 // Simple tracking
 int movement_four(ACTOR *actr) {
-	int d = actr->last_dir;
+	int d = actr->_lastDir;
 
-	int x1 = actr->x;
-	int y1 = actr->y;
+	int x1 = actr->_x;
+	int y1 = actr->_y;
 
 	int f = 0;
 	if (x1 > _G(thor_x1) - 1) {
@@ -1218,30 +1218,30 @@ int movement_four(ACTOR *actr) {
 			f = 1;
 		}
 		if (f)
-			f = check_move2(actr->x, y1, actr);
+			f = check_move2(actr->_x, y1, actr);
 		if (!f)
-			check_move2(actr->x, actr->y, actr);
+			check_move2(actr->_x, actr->_y, actr);
 	}
 	next_frame(actr);
-	actr->last_dir = d;
-	if (actr->directions == 1)
+	actr->_lastDir = d;
+	if (actr->_directions == 1)
 		return 0;
 	return d;
 }
 
 int movement_five(ACTOR *actr) {
-	int x1 = actr->x;
-	int y1 = actr->y;
+	int x1 = actr->_x;
+	int y1 = actr->_y;
 	int xd = 0;
 	int yd = 0;
-	int d = actr->last_dir;
+	int d = actr->_lastDir;
 
-	if (x1 > (_G(thor)->x + 1))
+	if (x1 > (_G(thor)->_x + 1))
 		xd = -2; //+1
-	else if (x1 < (_G(thor)->x - 1))
+	else if (x1 < (_G(thor)->_x - 1))
 		xd = 2;
 
-	if (actr->actor_num == 1) {
+	if (actr->_actorNum == 1) {
 		if (y1 < (_G(thor_y1) - 6))
 			yd = 2;
 		else if (y1 > (_G(thor_y1) - 6))
@@ -1266,8 +1266,8 @@ int movement_five(ACTOR *actr) {
 		y1 += yd;
 		if (check_move2(x1, y1, actr)) {
 			next_frame(actr);
-			actr->last_dir = d;
-			if (actr->directions == 1)
+			actr->_lastDir = d;
+			if (actr->_directions == 1)
 				return 0;
 			return d;
 		}
@@ -1281,11 +1281,11 @@ int movement_five(ACTOR *actr) {
 		else if (xd == -2 && yd == 0)
 			d = 2;
 	}
-	x1 = actr->x;
-	y1 = actr->y;
-	actr->toggle ^= 1;
+	x1 = actr->_x;
+	y1 = actr->_y;
+	actr->_toggle ^= 1;
 
-	if (actr->toggle) {
+	if (actr->_toggle) {
 		if (xd) {
 			x1 += xd;
 			if (check_move2(x1, y1, actr)) {
@@ -1294,12 +1294,12 @@ int movement_five(ACTOR *actr) {
 				else
 					d = 2;
 				next_frame(actr);
-				actr->last_dir = d;
-				if (actr->directions == 1)
+				actr->_lastDir = d;
+				if (actr->_directions == 1)
 					return 0;
 				return d;
 			}
-			x1 = actr->x;
+			x1 = actr->_x;
 		}
 		if (yd) {
 			y1 += yd;
@@ -1309,8 +1309,8 @@ int movement_five(ACTOR *actr) {
 				else
 					d = 0;
 				next_frame(actr);
-				actr->last_dir = d;
-				if (actr->directions == 1)
+				actr->_lastDir = d;
+				if (actr->_directions == 1)
 					return 0;
 				return d;
 			}
@@ -1324,12 +1324,12 @@ int movement_five(ACTOR *actr) {
 				else
 					d = 0;
 				next_frame(actr);
-				actr->last_dir = d;
-				if (actr->directions == 1)
+				actr->_lastDir = d;
+				if (actr->_directions == 1)
 					return 0;
 				return d;
 			}
-			y1 = actr->y;
+			y1 = actr->_y;
 		}
 		if (xd) {
 			x1 += xd;
@@ -1339,36 +1339,36 @@ int movement_five(ACTOR *actr) {
 				else
 					d = 2;
 				next_frame(actr);
-				actr->last_dir = d;
-				if (actr->directions == 1)
+				actr->_lastDir = d;
+				if (actr->_directions == 1)
 					return 0;
 				return d;
 			}
 		}
 	}
-	check_move2(actr->x, actr->y, actr);
+	check_move2(actr->_x, actr->_y, actr);
 	next_frame(actr);
-	actr->last_dir = d;
-	if (actr->directions == 1)
+	actr->_lastDir = d;
+	if (actr->_directions == 1)
 		return 0;
 	return d;
 }
 
 // Explosion only
 int movement_six(ACTOR *actr) {
-	if (actr->num_shots > 0) {
-		actr->next++;
-		if (actr->next > 2) {
-			actr->next = 0;
+	if (actr->_currNumShots > 0) {
+		actr->_nextFrame++;
+		if (actr->_nextFrame > 2) {
+			actr->_nextFrame = 0;
 			if (_G(boss_dead))
 				play_sound(EXPLODE, false);
 		}
-		actr->num_shots--;
+		actr->_currNumShots--;
 	} else {
-		actr->dead = 2;
-		actr->used = 0;
+		actr->_dead = 2;
+		actr->_active = 0;
 		if (!_G(boss_dead) && !_G(endgame)) {
-			if (actr->type == 2)
+			if (actr->_type == 2)
 				drop_object(actr);
 		}
 	}
@@ -1379,33 +1379,33 @@ int movement_six(ACTOR *actr) {
 
 // Walk-bump-random turn (pause also)
 int movement_seven(ACTOR *actr) {
-	if (actr->next == 0 && actr->frame_count == actr->frame_speed) {
-		actr->speed_count = 12;
-		actr->last_dir = g_events->getRandomNumber(3);
+	if (actr->_nextFrame == 0 && actr->_frameCount == actr->_frameSpeed) {
+		actr->_moveCountdown = 12;
+		actr->_lastDir = g_events->getRandomNumber(3);
 	}
 	return movement_three(actr);
 }
 
 // Follow thor
 int movement_eight(ACTOR *actr) {
-	if (_G(thor)->x > 0)
-		actr->x = _G(thor)->x - 1;
+	if (_G(thor)->_x > 0)
+		actr->_x = _G(thor)->_x - 1;
 	else
-		actr->x = _G(thor)->x;
-	actr->y = _G(thor)->y;
+		actr->_x = _G(thor)->_x;
+	actr->_y = _G(thor)->_y;
 	next_frame(actr);
 	return 0;
 }
 
 // 4-way straight (random length) change
 int movement_nine(ACTOR *actr) {
-	int d = actr->last_dir;
-	int x1 = actr->x;
-	int y1 = actr->y;
+	int d = actr->_lastDir;
+	int x1 = actr->_x;
+	int y1 = actr->_y;
 
 	int f = 0;
-	if (actr->counter) {
-		actr->counter--;
+	if (actr->_counter) {
+		actr->_counter--;
 		switch (d) {
 		case 0:
 			y1 -= 2;
@@ -1432,26 +1432,26 @@ int movement_nine(ACTOR *actr) {
 		f = 1;
 
 	if (f == 1) {
-		actr->counter = g_events->getRandomNumber(10, 99);
+		actr->_counter = g_events->getRandomNumber(10, 99);
 		d = g_events->getRandomNumber(3);
 	}
 	next_frame(actr);
-	actr->last_dir = d;
-	if (actr->directions == 1)
+	actr->_lastDir = d;
+	if (actr->_directions == 1)
 		return 0;
 	return d;
 }
 
 // Vert straight (random length) change
 int movement_ten(ACTOR *actr) {
-	int lastDir = actr->last_dir;
-	int x1 = actr->x;
-	int y1 = actr->y;
+	int lastDir = actr->_lastDir;
+	int x1 = actr->_x;
+	int y1 = actr->_y;
 
 	bool setRandomDirFl = false;
-	if (actr->counter) {
-		if (actr->pass_value != 1)
-			actr->counter--;
+	if (actr->_counter) {
+		if (actr->_passValue != 1)
+			actr->_counter--;
 		switch (lastDir) {
 		case 0:
 		case 2:
@@ -1473,7 +1473,7 @@ int movement_ten(ACTOR *actr) {
 		setRandomDirFl = true;
 
 	if (setRandomDirFl) {
-		actr->counter = g_events->getRandomNumber(10, 99);
+		actr->_counter = g_events->getRandomNumber(10, 99);
 		lastDir = g_events->getRandomNumber(1);
 	}
 
@@ -1481,104 +1481,104 @@ int movement_ten(ACTOR *actr) {
 		lastDir -= 2;
 
 	next_frame(actr);
-	actr->last_dir = lastDir;
-	if (actr->directions == 1)
+	actr->_lastDir = lastDir;
+	if (actr->_directions == 1)
 		return 0;
 	return lastDir;
 }
 
 // Horz only (bats)
 int movement_eleven(ACTOR *actr) {
-	int d = actr->last_dir;
+	int d = actr->_lastDir;
 
 	switch (d) {
 	case 0:
-		if (check_move2(actr->x - 2, actr->y - 2, actr))
+		if (check_move2(actr->_x - 2, actr->_y - 2, actr))
 			break;
 		d = 1;
-		if (check_move2(actr->x - 2, actr->y + 2, actr))
+		if (check_move2(actr->_x - 2, actr->_y + 2, actr))
 			break;
 		d = 2;
 		break;
 	case 1:
-		if (check_move2(actr->x - 2, actr->y + 2, actr))
+		if (check_move2(actr->_x - 2, actr->_y + 2, actr))
 			break;
 		d = 0;
-		if (check_move2(actr->x - 2, actr->y - 2, actr))
+		if (check_move2(actr->_x - 2, actr->_y - 2, actr))
 			break;
 		d = 3;
 		break;
 	case 2:
-		if (check_move2(actr->x + 2, actr->y - 2, actr))
+		if (check_move2(actr->_x + 2, actr->_y - 2, actr))
 			break;
 		d = 3;
-		if (check_move2(actr->x + 2, actr->y + 2, actr))
+		if (check_move2(actr->_x + 2, actr->_y + 2, actr))
 			break;
 		d = 0;
 		break;
 	case 3:
-		if (check_move2(actr->x + 2, actr->y + 2, actr))
+		if (check_move2(actr->_x + 2, actr->_y + 2, actr))
 			break;
 		d = 2;
-		if (check_move2(actr->x + 2, actr->y - 2, actr))
+		if (check_move2(actr->_x + 2, actr->_y - 2, actr))
 			break;
 		d = 1;
 		break;
 	}
 
 	next_frame(actr);
-	actr->last_dir = d;
-	if (actr->directions == 1)
+	actr->_lastDir = d;
+	if (actr->_directions == 1)
 		return 0;
 	return d;
 }
 
 // Horz straight until bump
 int movement_twelve(ACTOR *actr) {
-	int d = actr->last_dir;
+	int d = actr->_lastDir;
 
 	switch (d) {
 	case 0:
 	case 2:
-		if (check_move2(actr->x - 2, actr->y, actr))
+		if (check_move2(actr->_x - 2, actr->_y, actr))
 			break;
 		d = 3;
 		break;
 	case 1:
 	case 3:
-		if (check_move2(actr->x + 2, actr->y, actr))
+		if (check_move2(actr->_x + 2, actr->_y, actr))
 			break;
 		d = 2;
 		break;
 	}
 	next_frame(actr);
-	actr->last_dir = d;
-	if (actr->directions == 1)
+	actr->_lastDir = d;
+	if (actr->_directions == 1)
 		return 0;
 	return d;
 }
 
 // Pause-seek (mushroom)
 int movement_thirteen(ACTOR *actr) {
-	int d = actr->last_dir;
+	int d = actr->_lastDir;
 
-	if (actr->counter == 0 && actr->pause == 0) {
-		actr->pause = 60;
+	if (actr->_counter == 0 && actr->_unpauseCountdown == 0) {
+		actr->_unpauseCountdown = 60;
 		return d;
 	}
-	if (actr->pause > 0) {
-		actr->pause--;
-		if (!actr->pause)
-			actr->counter = 60;
-		actr->vunerable = 5;
-		actr->strength = 0;
+	if (actr->_unpauseCountdown > 0) {
+		actr->_unpauseCountdown--;
+		if (!actr->_unpauseCountdown)
+			actr->_counter = 60;
+		actr->_vulnerableCountdown = 5;
+		actr->_hitStrength = 0;
 		return d;
 	}
-	if (actr->counter > 0) {
-		actr->counter--;
-		if (!actr->counter)
-			actr->pause = 60;
-		actr->strength = 10;
+	if (actr->_counter > 0) {
+		actr->_counter--;
+		if (!actr->_counter)
+			actr->_unpauseCountdown = 60;
+		actr->_hitStrength = 10;
 		return movement_five(actr);
 	}
 	return d;
@@ -1586,58 +1586,58 @@ int movement_thirteen(ACTOR *actr) {
 
 // Move-bump-stop (boulder)
 int movement_fourteen(ACTOR *actr) {
-	int d = actr->last_dir;
-	actr->dir = d;
-	int x1 = actr->x;
-	int y1 = actr->y;
+	int d = actr->_lastDir;
+	actr->_dir = d;
+	int x1 = actr->_x;
+	int y1 = actr->_y;
 
 	switch (d) {
 	case 0:
 		y1 -= 2;
 		if (!check_move2(x1, y1, actr)) {
-			actr->move = 15;
+			actr->_moveType = 15;
 			return 0;
 		}
 		break;
 	case 1:
 		y1 += 2;
 		if (!check_move2(x1, y1, actr)) {
-			actr->move = 15;
+			actr->_moveType = 15;
 			return 0;
 		}
 		break;
 	case 2:
 		x1 -= 2;
 		if (!check_move2(x1, y1, actr)) {
-			actr->move = 15;
+			actr->_moveType = 15;
 			return 0;
 		}
 		break;
 	case 3:
 		x1 += 2;
 		if (!check_move2(x1, y1, actr)) {
-			actr->move = 15;
+			actr->_moveType = 15;
 			return 0;
 		}
 		break;
 	}
 	next_frame(actr);
-	actr->last_dir = d;
-	if (actr->directions == 1)
+	actr->_lastDir = d;
+	if (actr->_directions == 1)
 		return 0;
 	return d;
 }
 
 // No movement - no frame cycle
 int movement_fifteen(ACTOR *actr) {
-	return actr->dir;
+	return actr->_dir;
 }
 
 // Tornado 1
 int movement_sixteen(ACTOR *actr) {
-	int d = actr->last_dir;
-	int x1 = actr->x;
-	int y1 = actr->y;
+	int d = actr->_lastDir;
+	int x1 = actr->_x;
+	int y1 = actr->_y;
 
 	switch (d) {
 	case 0:
@@ -1654,58 +1654,58 @@ int movement_sixteen(ACTOR *actr) {
 		break;
 	}
 	if (!check_move1(x1, y1, actr)) {
-		actr->move = 17;
+		actr->_moveType = 17;
 		d = g_events->getRandomNumber(3);
 	}
 
 	next_frame(actr);
-	actr->last_dir = d;
-	if (actr->directions == 1)
+	actr->_lastDir = d;
+	if (actr->_directions == 1)
 		return 0;
 	return d;
 }
 
 // Tornado 2
 int movement_seventeen(ACTOR *actr) {
-	int d = actr->last_dir;
+	int d = actr->_lastDir;
 
 	switch (d) {
 	case 0:
-		if (check_move1(actr->x - 2, actr->y - 2, actr))
+		if (check_move1(actr->_x - 2, actr->_y - 2, actr))
 			break;
 		d = 1;
-		if (check_move1(actr->x - 2, actr->y + 2, actr))
+		if (check_move1(actr->_x - 2, actr->_y + 2, actr))
 			break;
 		d = 2;
 		break;
 	case 1:
-		if (check_move1(actr->x - 2, actr->y + 2, actr))
+		if (check_move1(actr->_x - 2, actr->_y + 2, actr))
 			break;
 		d = 0;
-		if (check_move1(actr->x - 2, actr->y - 2, actr))
+		if (check_move1(actr->_x - 2, actr->_y - 2, actr))
 			break;
 		d = 3;
 		break;
 	case 2:
-		if (check_move1(actr->x + 2, actr->y - 2, actr))
+		if (check_move1(actr->_x + 2, actr->_y - 2, actr))
 			break;
 		d = 3;
-		if (check_move1(actr->x + 2, actr->y + 2, actr))
+		if (check_move1(actr->_x + 2, actr->_y + 2, actr))
 			break;
 		d = 0;
 		break;
 	case 3:
-		if (check_move1(actr->x + 2, actr->y + 2, actr))
+		if (check_move1(actr->_x + 2, actr->_y + 2, actr))
 			break;
 		d = 2;
-		if (check_move1(actr->x + 2, actr->y - 2, actr))
+		if (check_move1(actr->_x + 2, actr->_y - 2, actr))
 			break;
 		d = 1;
 		break;
 	}
 	next_frame(actr);
-	actr->last_dir = d;
-	if (actr->directions == 1)
+	actr->_lastDir = d;
+	if (actr->_directions == 1)
 		return 0;
 	return d;
 }
@@ -1714,38 +1714,38 @@ int movement_seventeen(ACTOR *actr) {
 int movement_eighteen(ACTOR *actr) {
 	int d;
 
-	if (actr->temp5) {
-		actr->temp5--;
-		if (!actr->temp5)
-			actr->num_moves = 1;
+	if (actr->_temp5) {
+		actr->_temp5--;
+		if (!actr->_temp5)
+			actr->_numMoves = 1;
 	}
-	if (actr->temp1) {
+	if (actr->_temp1) {
 		d = movement_five(actr);
-		actr->rand--;
-		if (actr->hit_thor || !actr->rand) {
-			if (actr->hit_thor) {
-				actr->temp5 = 50;
-				actr->num_moves = 2;
-				actr->hit_thor = 0;
-				actr->dir = d;
+		actr->_rand--;
+		if (actr->_hitThor || !actr->_rand) {
+			if (actr->_hitThor) {
+				actr->_temp5 = 50;
+				actr->_numMoves = 2;
+				actr->_hitThor = 0;
+				actr->_dir = d;
 				d = reverse_direction(actr);
 			}
-			actr->temp1 = 0;
-			actr->rand = g_events->getRandomNumber(50, 149);
+			actr->_temp1 = 0;
+			actr->_rand = g_events->getRandomNumber(50, 149);
 		}
 	} else {
 		d = movement_three(actr);
-		actr->rand--;
-		if (!actr->rand) {
-			actr->temp5 = 0;
-			actr->temp1 = 1;
-			actr->rand = g_events->getRandomNumber(50, 149);
-		}
-		if (actr->hit_thor) {
-			actr->temp5 = 50;
-			actr->num_moves = 2;
-			actr->hit_thor = 0;
-			actr->dir = d;
+		actr->_rand--;
+		if (!actr->_rand) {
+			actr->_temp5 = 0;
+			actr->_temp1 = 1;
+			actr->_rand = g_events->getRandomNumber(50, 149);
+		}
+		if (actr->_hitThor) {
+			actr->_temp5 = 50;
+			actr->_numMoves = 2;
+			actr->_hitThor = 0;
+			actr->_dir = d;
 			d = reverse_direction(actr);
 		}
 	}
@@ -1773,89 +1773,89 @@ int movement_twentyone(ACTOR *actr) {
 
 // Spear
 int movement_twentytwo(ACTOR *actr) {
-	int d = actr->last_dir;
-	if (actr->directions == 1)
+	int d = actr->_lastDir;
+	if (actr->_directions == 1)
 		d = 0;
 
 redo:
 
-	switch (actr->temp2) {
+	switch (actr->_temp2) {
 	case 0:
-		if (bgtile(actr->x, actr->y) >= TILE_SOLID)
-			actr->next = 1;
+		if (bgtile(actr->_x, actr->_y) >= TILE_SOLID)
+			actr->_nextFrame = 1;
 		else {
-			actr->temp2 = 6;
-			actr->temp1 = 1;
+			actr->_temp2 = 6;
+			actr->_temp1 = 1;
 			goto redo;
 		}
-		actr->temp2++;
+		actr->_temp2++;
 		break;
 	case 1:
-		actr->next = 2;
-		actr->temp2++;
+		actr->_nextFrame = 2;
+		actr->_temp2++;
 		break;
 	case 2:
-		actr->next = 3;
-		actr->strength = 255;
-		actr->temp2++;
-		actr->temp1 = 10;
+		actr->_nextFrame = 3;
+		actr->_hitStrength = 255;
+		actr->_temp2++;
+		actr->_temp1 = 10;
 		break;
 	case 3:
-		check_move2(actr->x, actr->y, actr);
-		actr->temp1--;
-		if (actr->temp1)
+		check_move2(actr->_x, actr->_y, actr);
+		actr->_temp1--;
+		if (actr->_temp1)
 			break;
-		actr->temp2++;
-		actr->next = 2;
+		actr->_temp2++;
+		actr->_nextFrame = 2;
 		break;
 	case 4:
-		actr->strength = 0;
-		actr->temp2++;
-		actr->next = 1;
+		actr->_hitStrength = 0;
+		actr->_temp2++;
+		actr->_nextFrame = 1;
 		break;
 	case 5:
-		actr->temp2++;
-		actr->next = 0;
-		actr->temp1 = 10;
+		actr->_temp2++;
+		actr->_nextFrame = 0;
+		actr->_temp1 = 10;
 		break;
 	case 6:
-		actr->temp1--;
-		if (actr->temp1)
+		actr->_temp1--;
+		if (actr->_temp1)
 			break;
-		actr->temp2 = 0;
-		actr->next = 0;
+		actr->_temp2 = 0;
+		actr->_nextFrame = 0;
 		switch (d) {
 		case 0:
-			actr->x += 16;
-			actr->y += 16;
+			actr->_x += 16;
+			actr->_y += 16;
 			d = 3;
-			if (bgtile(actr->x, actr->y) < TILE_SOLID)
+			if (bgtile(actr->_x, actr->_y) < TILE_SOLID)
 				goto redo;
 			break;
 		case 1:
-			actr->x -= 16;
-			actr->y -= 16;
+			actr->_x -= 16;
+			actr->_y -= 16;
 			d = 2;
-			if (bgtile(actr->x, actr->y) < TILE_SOLID)
+			if (bgtile(actr->_x, actr->_y) < TILE_SOLID)
 				goto redo;
 			break;
 		case 2:
-			actr->x += 16;
-			actr->y -= 16;
+			actr->_x += 16;
+			actr->_y -= 16;
 			d = 0;
-			if (bgtile(actr->x, actr->y) < TILE_SOLID)
+			if (bgtile(actr->_x, actr->_y) < TILE_SOLID)
 				goto redo;
 			break;
 		case 3:
-			actr->x -= 16;
-			actr->y += 16;
+			actr->_x -= 16;
+			actr->_y += 16;
 			d = 1;
-			if (bgtile(actr->x, actr->y) < TILE_SOLID)
+			if (bgtile(actr->_x, actr->_y) < TILE_SOLID)
 				goto redo;
 			break;
 		}
-		actr->dir = d;
-		actr->last_dir = d;
+		actr->_dir = d;
+		actr->_lastDir = d;
 		break;
 	}
 	return d;
@@ -1863,216 +1863,216 @@ redo:
 
 // Spinball counter-clockwise
 int movement_twentythree(ACTOR *actr) {
-	int d = actr->last_dir;
+	int d = actr->_lastDir;
 	next_frame(actr);
-	if (actr->pass_value & 2)
-		actr->num_moves = 2;
+	if (actr->_passValue & 2)
+		actr->_numMoves = 2;
 
 	switch (d) {
 	case 0:
-		if (bgtile(actr->x - 2, actr->y) >= TILE_FLY &&
-			bgtile(actr->x - 2, actr->y + actr->size_y - 1) >= TILE_FLY) {
+		if (bgtile(actr->_x - 2, actr->_y) >= TILE_FLY &&
+			bgtile(actr->_x - 2, actr->_y + actr->_sizeY - 1) >= TILE_FLY) {
 			d = 2;
-			actr->x -= 2;
+			actr->_x -= 2;
 		} else {
-			if (bgtile(actr->x, actr->y - 2) < TILE_FLY ||
-				bgtile(actr->x + actr->size_x - 1, actr->y - 2) < TILE_FLY) {
-				if (bgtile(actr->x + actr->size_x + 1, actr->y) >= TILE_FLY &&
-					bgtile(actr->x + actr->size_x + 1, actr->y + actr->size_y - 1) >= TILE_FLY) {
+			if (bgtile(actr->_x, actr->_y - 2) < TILE_FLY ||
+				bgtile(actr->_x + actr->_sizeX - 1, actr->_y - 2) < TILE_FLY) {
+				if (bgtile(actr->_x + actr->_sizeX + 1, actr->_y) >= TILE_FLY &&
+					bgtile(actr->_x + actr->_sizeX + 1, actr->_y + actr->_sizeY - 1) >= TILE_FLY) {
 					d = 3;
-					actr->x += 2;
+					actr->_x += 2;
 				} else {
 					d = 1;
 					break;
 				}
 			} else
-				actr->y -= 2;
+				actr->_y -= 2;
 		}
 		break;
 	case 1:
-		if (bgtile(actr->x + actr->size_x + 1, actr->y) >= TILE_FLY &&
-			bgtile(actr->x + actr->size_x + 1, actr->y + actr->size_y - 1) >= TILE_FLY) {
+		if (bgtile(actr->_x + actr->_sizeX + 1, actr->_y) >= TILE_FLY &&
+			bgtile(actr->_x + actr->_sizeX + 1, actr->_y + actr->_sizeY - 1) >= TILE_FLY) {
 			d = 3;
-			actr->x += 2;
+			actr->_x += 2;
 		} else {
-			if (bgtile(actr->x, actr->y + actr->size_y + 1) < TILE_FLY ||
-				bgtile(actr->x + actr->size_x - 1, actr->y + actr->size_y + 1) < TILE_FLY) {
-				if (bgtile(actr->x - 2, actr->y) >= TILE_FLY &&
-					bgtile(actr->x - 2, actr->y + actr->size_y - 1) >= TILE_FLY) {
+			if (bgtile(actr->_x, actr->_y + actr->_sizeY + 1) < TILE_FLY ||
+				bgtile(actr->_x + actr->_sizeX - 1, actr->_y + actr->_sizeY + 1) < TILE_FLY) {
+				if (bgtile(actr->_x - 2, actr->_y) >= TILE_FLY &&
+					bgtile(actr->_x - 2, actr->_y + actr->_sizeY - 1) >= TILE_FLY) {
 					d = 2;
-					actr->x -= 2;
+					actr->_x -= 2;
 				} else {
 					d = 0;
 					break;
 				}
 			} else
-				actr->y += 2;
+				actr->_y += 2;
 		}
 		break;
 	case 2:
-		if (bgtile(actr->x, actr->y + actr->size_y + 1) >= TILE_FLY &&
-			bgtile(actr->x + actr->size_x - 1, actr->y + actr->size_y + 1) >= TILE_FLY) {
+		if (bgtile(actr->_x, actr->_y + actr->_sizeY + 1) >= TILE_FLY &&
+			bgtile(actr->_x + actr->_sizeX - 1, actr->_y + actr->_sizeY + 1) >= TILE_FLY) {
 			d = 1;
-			actr->y += 2;
+			actr->_y += 2;
 		} else {
-			if (bgtile(actr->x - 2, actr->y) < TILE_FLY ||
-				bgtile(actr->x - 2, actr->y + actr->size_y - 1) < TILE_FLY) {
-				if (bgtile(actr->x, actr->y - 2) >= TILE_FLY &&
-					bgtile(actr->x + actr->size_x - 1, actr->y - 2) >= TILE_FLY) {
+			if (bgtile(actr->_x - 2, actr->_y) < TILE_FLY ||
+				bgtile(actr->_x - 2, actr->_y + actr->_sizeY - 1) < TILE_FLY) {
+				if (bgtile(actr->_x, actr->_y - 2) >= TILE_FLY &&
+					bgtile(actr->_x + actr->_sizeX - 1, actr->_y - 2) >= TILE_FLY) {
 					d = 0;
-					actr->y -= 2;
+					actr->_y -= 2;
 				} else {
 					d = 3;
 					break;
 				}
 			} else
-				actr->x -= 2;
+				actr->_x -= 2;
 		}
 		break;
 	case 3:
-		if (bgtile(actr->x, actr->y - 2) >= TILE_FLY &&
-			bgtile(actr->x + actr->size_x - 1, actr->y - 2) >= TILE_FLY) {
+		if (bgtile(actr->_x, actr->_y - 2) >= TILE_FLY &&
+			bgtile(actr->_x + actr->_sizeX - 1, actr->_y - 2) >= TILE_FLY) {
 			d = 0;
-			actr->y -= 2;
+			actr->_y -= 2;
 		} else {
-			if (bgtile(actr->x + actr->size_x + 1, actr->y) < TILE_FLY ||
-				bgtile(actr->x + actr->size_x + 1, actr->y + actr->size_y - 1) < TILE_FLY) {
-				if (bgtile(actr->x, actr->y + actr->size_y + 1) >= TILE_FLY &&
-					bgtile(actr->x + actr->size_x - 1, actr->y + actr->size_y + 1) >= TILE_FLY) {
+			if (bgtile(actr->_x + actr->_sizeX + 1, actr->_y) < TILE_FLY ||
+				bgtile(actr->_x + actr->_sizeX + 1, actr->_y + actr->_sizeY - 1) < TILE_FLY) {
+				if (bgtile(actr->_x, actr->_y + actr->_sizeY + 1) >= TILE_FLY &&
+					bgtile(actr->_x + actr->_sizeX - 1, actr->_y + actr->_sizeY + 1) >= TILE_FLY) {
 					d = 1;
-					actr->y += 2;
+					actr->_y += 2;
 				} else {
 					d = 2;
 					break;
 				}
 			} else
-				actr->x += 2;
+				actr->_x += 2;
 		}
 		break;
 	}
-	check_move2(actr->x, actr->y, actr);
-	actr->last_dir = d;
-	if (actr->directions == 1)
+	check_move2(actr->_x, actr->_y, actr);
+	actr->_lastDir = d;
+	if (actr->_directions == 1)
 		return 0;
 	return d;
 }
 
 // Spinball  clockwise
 int movement_twentyfour(ACTOR *actr) {
-	int d = actr->last_dir;
+	int d = actr->_lastDir;
 	next_frame(actr);
-	if (actr->pass_value & 2)
-		actr->num_moves = 2;
+	if (actr->_passValue & 2)
+		actr->_numMoves = 2;
 
 	switch (d) {
 	case 0:
-		if (bgtile(actr->x + actr->size_x + 1, actr->y) >= TILE_FLY &&
-			bgtile(actr->x + actr->size_x + 1, actr->y + actr->size_y - 1) >= TILE_FLY) {
+		if (bgtile(actr->_x + actr->_sizeX + 1, actr->_y) >= TILE_FLY &&
+			bgtile(actr->_x + actr->_sizeX + 1, actr->_y + actr->_sizeY - 1) >= TILE_FLY) {
 			d = 3;
-			actr->x += 2;
+			actr->_x += 2;
 		} else {
-			if (bgtile(actr->x, actr->y - 2) < TILE_FLY ||
-				bgtile(actr->x + actr->size_x - 1, actr->y - 2) < TILE_FLY) {
-				if (bgtile(actr->x - 2, actr->y) >= TILE_FLY &&
-					bgtile(actr->x - 2, actr->y + actr->size_y - 1) >= TILE_FLY) {
+			if (bgtile(actr->_x, actr->_y - 2) < TILE_FLY ||
+				bgtile(actr->_x + actr->_sizeX - 1, actr->_y - 2) < TILE_FLY) {
+				if (bgtile(actr->_x - 2, actr->_y) >= TILE_FLY &&
+					bgtile(actr->_x - 2, actr->_y + actr->_sizeY - 1) >= TILE_FLY) {
 					d = 2;
-					actr->x -= 2;
+					actr->_x -= 2;
 				} else {
 					d = 1;
 					break;
 				}
 			} else
-				actr->y -= 2;
+				actr->_y -= 2;
 		}
 		break;
 	case 1:
-		if (bgtile(actr->x - 2, actr->y) >= TILE_FLY &&
-			bgtile(actr->x - 2, actr->y + actr->size_y - 1) >= TILE_FLY) {
+		if (bgtile(actr->_x - 2, actr->_y) >= TILE_FLY &&
+			bgtile(actr->_x - 2, actr->_y + actr->_sizeY - 1) >= TILE_FLY) {
 			d = 2;
-			actr->x -= 2;
+			actr->_x -= 2;
 		} else {
-			if (bgtile(actr->x, actr->y + actr->size_y + 1) < TILE_FLY ||
-				bgtile(actr->x + actr->size_x - 1, actr->y + actr->size_y + 1) < TILE_FLY) {
-				if (bgtile(actr->x + actr->size_x + 1, actr->y) >= TILE_FLY &&
-					bgtile(actr->x + actr->size_x + 1, actr->y + actr->size_y - 1) >= TILE_FLY) {
+			if (bgtile(actr->_x, actr->_y + actr->_sizeY + 1) < TILE_FLY ||
+				bgtile(actr->_x + actr->_sizeX - 1, actr->_y + actr->_sizeY + 1) < TILE_FLY) {
+				if (bgtile(actr->_x + actr->_sizeX + 1, actr->_y) >= TILE_FLY &&
+					bgtile(actr->_x + actr->_sizeX + 1, actr->_y + actr->_sizeY - 1) >= TILE_FLY) {
 					d = 3;
-					actr->x += 2;
+					actr->_x += 2;
 				} else {
 					d = 0;
 					break;
 				}
 			} else
-				actr->y += 2;
+				actr->_y += 2;
 		}
 		break;
 	case 2:
-		if (bgtile(actr->x, actr->y - 2) >= TILE_FLY &&
-			bgtile(actr->x + actr->size_x - 1, actr->y - 2) >= TILE_FLY) {
+		if (bgtile(actr->_x, actr->_y - 2) >= TILE_FLY &&
+			bgtile(actr->_x + actr->_sizeX - 1, actr->_y - 2) >= TILE_FLY) {
 			d = 0;
-			actr->y -= 2;
+			actr->_y -= 2;
 		} else {
-			if (bgtile(actr->x - 2, actr->y) < TILE_FLY ||
-				bgtile(actr->x - 2, actr->y + actr->size_y - 1) < TILE_FLY) {
-				if (bgtile(actr->x, actr->y + actr->size_y + 1) >= TILE_FLY &&
-					bgtile(actr->x + actr->size_x - 1, actr->y + actr->size_y + 1) >= TILE_FLY) {
+			if (bgtile(actr->_x - 2, actr->_y) < TILE_FLY ||
+				bgtile(actr->_x - 2, actr->_y + actr->_sizeY - 1) < TILE_FLY) {
+				if (bgtile(actr->_x, actr->_y + actr->_sizeY + 1) >= TILE_FLY &&
+					bgtile(actr->_x + actr->_sizeX - 1, actr->_y + actr->_sizeY + 1) >= TILE_FLY) {
 					d = 1;
-					actr->y += 2;
+					actr->_y += 2;
 				} else {
 					d = 3;
 					break;
 				}
 			} else
-				actr->x -= 2;
+				actr->_x -= 2;
 		}
 		break;
 	case 3:
-		if (bgtile(actr->x, actr->y + actr->size_y + 1) >= TILE_FLY &&
-			bgtile(actr->x + actr->size_x - 1, actr->y + actr->size_y + 1) >= TILE_FLY) {
+		if (bgtile(actr->_x, actr->_y + actr->_sizeY + 1) >= TILE_FLY &&
+			bgtile(actr->_x + actr->_sizeX - 1, actr->_y + actr->_sizeY + 1) >= TILE_FLY) {
 			d = 1;
-			actr->y += 2;
+			actr->_y += 2;
 		} else {
-			if (bgtile(actr->x + actr->size_x + 1, actr->y) < TILE_FLY ||
-				bgtile(actr->x + actr->size_x + 1, actr->y + actr->size_y - 1) < TILE_FLY) {
-				if (bgtile(actr->x, actr->y - 2) >= TILE_FLY &&
-					bgtile(actr->x + actr->size_x - 1, actr->y - 2) >= TILE_FLY) {
+			if (bgtile(actr->_x + actr->_sizeX + 1, actr->_y) < TILE_FLY ||
+				bgtile(actr->_x + actr->_sizeX + 1, actr->_y + actr->_sizeY - 1) < TILE_FLY) {
+				if (bgtile(actr->_x, actr->_y - 2) >= TILE_FLY &&
+					bgtile(actr->_x + actr->_sizeX - 1, actr->_y - 2) >= TILE_FLY) {
 					d = 0;
-					actr->y -= 2;
+					actr->_y -= 2;
 				} else {
 					d = 2;
 					break;
 				}
 			} else
-				actr->x += 2;
+				actr->_x += 2;
 		}
 		break;
 	}
-	check_move2(actr->x, actr->y, actr);
-	actr->last_dir = d;
-	if (actr->directions == 1)
+	check_move2(actr->_x, actr->_y, actr);
+	actr->_lastDir = d;
+	if (actr->_directions == 1)
 		return 0;
 	return d;
 }
 
 // Acid puddle
 int movement_twentyfive(ACTOR *actr) {
-	if (actr->temp2) {
-		actr->temp2--;
+	if (actr->_temp2) {
+		actr->_temp2--;
 		return movement_one(actr);
 	}
-	if (!actr->temp1) {
-		actr->last_dir = g_events->getRandomNumber(3);
+	if (!actr->_temp1) {
+		actr->_lastDir = g_events->getRandomNumber(3);
 		int i = 4;
 		while (i--) {
 			int ret = movement_three(actr);
 			if (ret)
 				return ret;
-			actr->last_dir++;
-			if (actr->last_dir > 3)
-				actr->last_dir = 0;
+			actr->_lastDir++;
+			if (actr->_lastDir > 3)
+				actr->_lastDir = 0;
 		}
-		actr->temp1 = 16;
+		actr->_temp1 = 16;
 	}
-	actr->temp1--;
+	actr->_temp1--;
 	return movement_three(actr);
 }
 
@@ -2093,52 +2093,52 @@ int movement_twentyseven(ACTOR *actr) {
 }
 
 void set_thor_vars() {
-	_G(thor_x1) = _G(thor)->x + 1;
-	_G(thor_y1) = _G(thor)->y + 8;
+	_G(thor_x1) = _G(thor)->_x + 1;
+	_G(thor_y1) = _G(thor)->_y + 8;
 
-	_G(thor_real_y1) = _G(thor)->y;
-	_G(thor_x2) = (_G(thor)->x + 12);
-	_G(thor_y2) = _G(thor)->y + 15;
+	_G(thor_real_y1) = _G(thor)->_y;
+	_G(thor_x2) = (_G(thor)->_x + 12);
+	_G(thor_y2) = _G(thor)->_y + 15;
 }
 
 // Fish
 int movement_twentyeight(ACTOR *actr) {
-	int d = actr->last_dir;
-	int x1 = actr->x;
-	int y1 = actr->y;
+	int d = actr->_lastDir;
+	int x1 = actr->_x;
+	int y1 = actr->_y;
 	int ret;
 	
-	if (actr->i1)
-		actr->i1--;
+	if (actr->_i1)
+		actr->_i1--;
 	else {
-		if (!actr->temp3) {
-			if (!actr->next) {
-				actr->frame_count = 1;
-				actr->frame_speed = 4;
+		if (!actr->_temp3) {
+			if (!actr->_nextFrame) {
+				actr->_frameCount = 1;
+				actr->_frameSpeed = 4;
 			}
 
 			next_frame(actr);
-			if (actr->next == 3) {
-				if (actr->num_shots < actr->shots_allowed)
+			if (actr->_nextFrame == 3) {
+				if (actr->_currNumShots < actr->_numShotsAllowed)
 					actor_shoots(actr, 0);
-				actr->temp3 = 1;
+				actr->_temp3 = 1;
 			}
 		} else {
-			const int fcount = actr->frame_count - 1;
+			const int fcount = actr->_frameCount - 1;
 			if (fcount <= 0) {
-				actr->next--;
-				actr->frame_count = actr->frame_speed;
-				if (!actr->next) {
-					actr->temp3 = 0;
-					actr->frame_speed = 4;
-					actr->i1 = g_events->getRandomNumber(60, 159);
+				actr->_nextFrame--;
+				actr->_frameCount = actr->_frameSpeed;
+				if (!actr->_nextFrame) {
+					actr->_temp3 = 0;
+					actr->_frameSpeed = 4;
+					actr->_i1 = g_events->getRandomNumber(60, 159);
 				}
 			} else
-				actr->frame_count = fcount;
+				actr->_frameCount = fcount;
 		}
 		goto done;
 	}
-	switch (actr->temp2) {
+	switch (actr->_temp2) {
 	case 0:
 		y1 -= 2;
 		break;
@@ -2156,42 +2156,42 @@ int movement_twentyeight(ACTOR *actr) {
 	ret = bgtile(x1, y1);
 	if (ret != 100 && ret != 106 && ret != 110 && ret != 111 && ret != 113)
 		goto chg_dir;
-	ret = bgtile((x1 + actr->size_x) - 1, y1);
+	ret = bgtile((x1 + actr->_sizeX) - 1, y1);
 	if (ret != 100 && ret != 106 && ret != 110 && ret != 111 && ret != 113)
 		goto chg_dir;
-	ret = bgtile(x1, (y1 + actr->size_y) - 1);
+	ret = bgtile(x1, (y1 + actr->_sizeY) - 1);
 	if (ret != 100 && ret != 106 && ret != 110 && ret != 111 && ret != 113)
 		goto chg_dir;
-	ret = bgtile((x1 + actr->size_x) - 1, (y1 + actr->size_y) - 1);
+	ret = bgtile((x1 + actr->_sizeX) - 1, (y1 + actr->_sizeY) - 1);
 	if (ret != 100 && ret != 106 && ret != 110 && ret != 111 && ret != 113)
 		goto chg_dir;
 
-	actr->x = x1;
-	actr->y = y1;
+	actr->_x = x1;
+	actr->_y = y1;
 
 	goto done;
 
 chg_dir:
-	actr->temp2 = _G(rand1) % 4;
+	actr->_temp2 = _G(rand1) % 4;
 
 done:
-	if (actr->next) {
-		x1 = actr->x;
-		y1 = actr->y;
-		actr->solid = 1;
+	if (actr->_nextFrame) {
+		x1 = actr->_x;
+		y1 = actr->_y;
+		actr->_solid = 1;
 		check_move2(x1, y1, actr);
-		actr->x = x1;
-		actr->y = y1;
+		actr->_x = x1;
+		actr->_y = y1;
 	} else
-		actr->solid = 2;
-	if (actr->directions == 1)
+		actr->_solid = 2;
+	if (actr->_directions == 1)
 		return 0;
 	return d;
 }
 
 // Horz or vert (pass_val)
 int movement_twentynine(ACTOR *actr) {
-	if (!actr->pass_value)
+	if (!actr->_passValue)
 		return movement_thirty(actr);
 
 	return movement_twelve(actr);
@@ -2199,9 +2199,9 @@ int movement_twentynine(ACTOR *actr) {
 
 // Vert straight
 int movement_thirty(ACTOR *actr) {
-	int d = actr->last_dir;
-	int x1 = actr->x;
-	int y1 = actr->y;
+	int d = actr->_lastDir;
+	int x1 = actr->_x;
+	int y1 = actr->_y;
 
 	switch (d) {
 	case 0:
@@ -2215,37 +2215,37 @@ int movement_thirty(ACTOR *actr) {
 		d ^= 1;
 
 	next_frame(actr);
-	actr->last_dir = d;
-	if (actr->directions == 1)
+	actr->_lastDir = d;
+	if (actr->_directions == 1)
 		return 0;
 	return d;
 }
 
 // Drop (stalagtite)
 int movement_thirtyone(ACTOR *actr) {
-	int d = actr->last_dir;
-	int x1 = actr->x;
-	int y1 = actr->y;
+	int d = actr->_lastDir;
+	int x1 = actr->_x;
+	int y1 = actr->_y;
 
-	if (actr->temp1) {
+	if (actr->_temp1) {
 		y1 += 2;
 		if (!check_move2(x1, y1, actr))
 			actor_destroyed(actr);
 	} else if (_G(thor_y1) > y1 && ABS(x1 - _G(thor_x1)) < 16) {
-		int cx = (actr->x + (actr->size_x / 2)) >> 4;
-		int cy = ((actr->y + actr->size_y) - 2) >> 4;
-		int ty = _G(thor)->center_y;
+		int cx = (actr->_x + (actr->_sizeX / 2)) >> 4;
+		int cy = ((actr->_y + actr->_sizeY) - 2) >> 4;
+		int ty = _G(thor)->_centerY;
 		for (int i = cy; i <= ty; i++)
 			if (_G(scrn).icon[i][cx] < TILE_SOLID)
 				goto done;
-		actr->num_moves = actr->pass_value + 1;
-		actr->temp1 = 1;
+		actr->_numMoves = actr->_passValue + 1;
+		actr->_temp1 = 1;
 	}
 
 done:
 	next_frame(actr);
-	actr->last_dir = d;
-	if (actr->directions == 1)
+	actr->_lastDir = d;
+	if (actr->_directions == 1)
 		return 0;
 	return d;
 }
@@ -2267,30 +2267,30 @@ int movement_thirtyfour(ACTOR *actr) {
 
 // Gun (single)
 int movement_thirtyfive(ACTOR *actr) {
-	actr->next = actr->last_dir;
-	return actr->dir;
+	actr->_nextFrame = actr->_lastDir;
+	return actr->_dir;
 }
 
 // Acid drop
 int movement_thirtysix(ACTOR *actr) {
-	actr->speed = actr->pass_value;
+	actr->_speed = actr->_passValue;
 	next_frame(actr);
-	if (actr->next == 0 && actr->frame_count == actr->frame_speed) {
+	if (actr->_nextFrame == 0 && actr->_frameCount == actr->_frameSpeed) {
 		actor_always_shoots(actr, 1);
-		_G(actor[actr->shot_actor]).x -= 2;
+		_G(actor[actr->_shotActor])._x -= 2;
 	}
 	return 0;
 }
 
 // 4-way straight (random length) change
 int movement_thirtyseven(ACTOR *actr) {
-	int d = actr->last_dir;
-	int x1 = actr->x;
-	int y1 = actr->y;
+	int d = actr->_lastDir;
+	int x1 = actr->_x;
+	int y1 = actr->_y;
 
 	int f = 0;
-	if (actr->counter) {
-		actr->counter--;
+	if (actr->_counter) {
+		actr->_counter--;
 		switch (d) {
 		case 0:
 			y1 -= 2;
@@ -2317,36 +2317,36 @@ int movement_thirtyseven(ACTOR *actr) {
 		f = 1;
 
 	if (f == 1) {
-		actr->counter = g_events->getRandomNumber(10, 99);
+		actr->_counter = g_events->getRandomNumber(10, 99);
 		d = g_events->getRandomNumber(3);
 	}
 	next_frame(actr);
-	actr->last_dir = d;
-	if (actr->directions == 1)
+	actr->_lastDir = d;
+	if (actr->_directions == 1)
 		return 0;
 	return d;
 }
 
 // Timed darting
-#define TIMER actr->i1
-#define INIT_DIR actr->temp1
-#define OTHER_DIR actr->temp2
-#define FLAG actr->temp3
-#define OX actr->i2
-#define OY actr->i3
-#define CNT actr->i4
+#define TIMER actr->_i1
+#define INIT_DIR actr->_temp1
+#define OTHER_DIR actr->_temp2
+#define FLAG actr->_temp3
+#define OX actr->_i2
+#define OY actr->_i3
+#define CNT actr->_i4
 int movement_thirtyeight(ACTOR *actr) {
-	int d = actr->last_dir;
-	int x1 = actr->x;
-	int y1 = actr->y;
+	int d = actr->_lastDir;
+	int x1 = actr->_x;
+	int y1 = actr->_y;
 
 	if (!FLAG) {
 		FLAG = 1;
-		if (actr->pass_value)
-			TIMER = actr->pass_value * 15;
+		if (actr->_passValue)
+			TIMER = actr->_passValue * 15;
 		else
 			TIMER = g_events->getRandomNumber(5, 364);
-		INIT_DIR = actr->last_dir;
+		INIT_DIR = actr->_lastDir;
 		OX = x1;
 		OY = y1;
 		CNT = 0;
@@ -2390,10 +2390,10 @@ int movement_thirtyeight(ACTOR *actr) {
 		if (!check_move2(x1, y1, actr)) {
 			if (CNT) {
 				d = OTHER_DIR;
-				actr->last_dir = d;
+				actr->_lastDir = d;
 				FLAG = 2;
 			} else {
-				actr->next = 0;
+				actr->_nextFrame = 0;
 				FLAG = 0;
 				goto done;
 			}
@@ -2405,16 +2405,16 @@ int movement_thirtyeight(ACTOR *actr) {
 		if (x1 == OX && y1 == OY) {
 			FLAG = 0;
 			d = INIT_DIR;
-			actr->last_dir = d;
-			actr->next = 0;
+			actr->_lastDir = d;
+			actr->_nextFrame = 0;
 			goto done;
 		}
 	}
 	next_frame(actr);
 
 done:
-	actr->last_dir = d;
-	if (actr->directions == 1)
+	actr->_lastDir = d;
+	if (actr->_directions == 1)
 		return 0;
 	return d;
 }
@@ -2422,87 +2422,87 @@ done:
 // Troll 1
 int movement_thirtynine(ACTOR *actr) {
 	if (_G(setup).skill == 0) {
-		actr->speed = 3;
-		actr->num_moves = 1;
+		actr->_speed = 3;
+		actr->_numMoves = 1;
 	} else if (_G(setup).skill == 1) {
-		actr->speed = 2;
-		actr->num_moves = 1;
+		actr->_speed = 2;
+		actr->_numMoves = 1;
 	} else if (_G(setup).skill == 2) {
-		actr->speed = 1;
-		actr->num_moves = 1;
+		actr->_speed = 1;
+		actr->_numMoves = 1;
 	}
 
-	if (actr->pass_value < 5)
+	if (actr->_passValue < 5)
 		return movement_forty(actr);
-	if (actr->pass_value == 10) {
-		if (overlap(actr->x + 1, actr->y + 1, actr->x + actr->size_x - 1,
-					actr->y + actr->size_y - 1, _G(thor_x1), _G(thor_y1), _G(thor_x2), _G(thor_y2))) {
-			actr->strength = 255;
+	if (actr->_passValue == 10) {
+		if (overlap(actr->_x + 1, actr->_y + 1, actr->_x + actr->_sizeX - 1,
+					actr->_y + actr->_sizeY - 1, _G(thor_x1), _G(thor_y1), _G(thor_x2), _G(thor_y2))) {
+			actr->_hitStrength = 255;
 			thor_damaged(actr);
 		}
-		return actr->dir;
+		return actr->_dir;
 	}
-	if (actr->actor_num != 3)
-		return actr->dir;
+	if (actr->_actorNum != 3)
+		return actr->_dir;
 
-	if (actr->i1) {
-		actr->i1--;
-		actr->x -= 2;
-		check_move2(actr->x, actr->y, actr);
-		_G(actor[4]).x -= 2;
-		_G(actor[5]).x -= 2;
-		_G(actor[6]).x -= 2;
+	if (actr->_i1) {
+		actr->_i1--;
+		actr->_x -= 2;
+		check_move2(actr->_x, actr->_y, actr);
+		_G(actor[4])._x -= 2;
+		_G(actor[5])._x -= 2;
+		_G(actor[6])._x -= 2;
 	}
 	next_frame(actr);
-	if (actr->next == 3)
-		actr->next = 0;
-	_G(actor[4]).next = _G(actor[3]).next;
-	_G(actor[5]).next = 0;
-	_G(actor[6]).next = 0;
-	return actr->dir;
+	if (actr->_nextFrame == 3)
+		actr->_nextFrame = 0;
+	_G(actor[4])._nextFrame = _G(actor[3])._nextFrame;
+	_G(actor[5])._nextFrame = 0;
+	_G(actor[6])._nextFrame = 0;
+	return actr->_dir;
 }
 
 // Troll 2
 int movement_forty(ACTOR *actr) {
-	if (overlap(actr->x + 1, actr->y + 1, actr->x + actr->size_x + 3,
-				actr->y + actr->size_y - 1, _G(thor_x1), _G(thor_y1), _G(thor_x2), _G(thor_y2))) {
-		actr->strength = 150;
+	if (overlap(actr->_x + 1, actr->_y + 1, actr->_x + actr->_sizeX + 3,
+				actr->_y + actr->_sizeY - 1, _G(thor_x1), _G(thor_y1), _G(thor_x2), _G(thor_y2))) {
+		actr->_hitStrength = 150;
 		thor_damaged(actr);
 	}
-	int a = 5 + (actr->pass_value * 4);
-	const int x1 = actr->x;
-	int d = actr->last_dir;
+	int a = 5 + (actr->_passValue * 4);
+	const int x1 = actr->_x;
+	int d = actr->_lastDir;
 
-	if (actr->last_dir == 2) {
-		if (bgtile(x1 - 2, actr->y) >= TILE_SOLID) {
-			_G(actor[a].x) -= 2;
-			_G(actor[a - 1]).x -= 2;
-			_G(actor[a - 2]).x -= 2;
-			_G(actor[a + 1]).x -= 2;
+	if (actr->_lastDir == 2) {
+		if (bgtile(x1 - 2, actr->_y) >= TILE_SOLID) {
+			_G(actor[a]._x) -= 2;
+			_G(actor[a - 1])._x -= 2;
+			_G(actor[a - 2])._x -= 2;
+			_G(actor[a + 1])._x -= 2;
 		} else
 			d = 3;
-	} else if (bgtile(_G(actor[a + 1]).x + 14, _G(actor[a + 1]).y) >= TILE_SOLID) {
-		_G(actor[a]).x += 2;
-		_G(actor[a - 1]).x += 2;
-		_G(actor[a - 2]).x += 2;
-		_G(actor[a + 1]).x += 2;
+	} else if (bgtile(_G(actor[a + 1])._x + 14, _G(actor[a + 1])._y) >= TILE_SOLID) {
+		_G(actor[a])._x += 2;
+		_G(actor[a - 1])._x += 2;
+		_G(actor[a - 2])._x += 2;
+		_G(actor[a + 1])._x += 2;
 	} else
 		d = 2;
 
-	if (actr->next == 3 && !actr->num_shots && actr->frame_count == actr->frame_speed) {
+	if (actr->_nextFrame == 3 && !actr->_currNumShots && actr->_frameCount == actr->_frameSpeed) {
 		actor_always_shoots(actr, 1);
-		_G(actor[actr->shot_actor]).x += 6;
+		_G(actor[actr->_shotActor])._x += 6;
 	}
 
 	next_frame(actr);
-	_G(actor[a - 2]).next = actr->next;
-	_G(actor[a - 1]).next = actr->next;
-	_G(actor[a + 1]).next = actr->next;
-	_G(actor[a - 2]).last_dir = d;
-	_G(actor[a - 1]).last_dir = d;
-	_G(actor[a + 1]).last_dir = d;
-	actr->last_dir = d;
-	if (actr->directions == 1)
+	_G(actor[a - 2])._nextFrame = actr->_nextFrame;
+	_G(actor[a - 1])._nextFrame = actr->_nextFrame;
+	_G(actor[a + 1])._nextFrame = actr->_nextFrame;
+	_G(actor[a - 2])._lastDir = d;
+	_G(actor[a - 1])._lastDir = d;
+	_G(actor[a + 1])._lastDir = d;
+	actr->_lastDir = d;
+	if (actr->_directions == 1)
 		return 0;
 	return d;
 }
diff --git a/engines/got/game/object.cpp b/engines/got/game/object.cpp
index 74db95b8b8c..cecf9f6c538 100644
--- a/engines/got/game/object.cpp
+++ b/engines/got/game/object.cpp
@@ -79,7 +79,7 @@ void pick_up_object(int p) {
 		add_magic(3);
 		break;
 	case 5: // Good apple
-		if (_G(thor)->health >= 150) {
+		if (_G(thor)->_health >= 150) {
 			cannot_carry_more();
 			return;
 		}
@@ -123,9 +123,9 @@ void pick_up_object(int p) {
 	case 26:
 		if (_G(object_map[p]) == 13 && HERMIT_HAS_DOLL)
 			return;
-		_G(thor)->num_moves = 1;
-		_G(hammer)->num_moves = 2;
-		_G(actor[2]).used = 0;
+		_G(thor)->_numMoves = 1;
+		_G(hammer)->_numMoves = 2;
+		_G(actor[2])._active = 0;
 		_G(shield_on) = false;
 		_G(tornado_used) = false;
 		_G(thor_info).inventory |= 64;
@@ -145,9 +145,9 @@ void pick_up_object(int p) {
 		_G(shield_on) = false;
 		_G(lightning_used) = false;
 		_G(tornado_used) = false;
-		_G(hammer)->num_moves = 2;
-		_G(thor)->num_moves = 1;
-		_G(actor[2]).used = 0;
+		_G(hammer)->_numMoves = 2;
+		_G(thor)->_numMoves = 1;
+		_G(actor[2])._active = 0;
 		s = 1 << (_G(object_map[p]) - 27);
 		_G(thor_info).inventory |= s;
 		odin_speaks((_G(object_map[p]) - 27) + 516, _G(object_map[p]) - 1);
@@ -200,10 +200,10 @@ int drop_object(ACTOR *actr) {
 }
 
 int _drop_obj(ACTOR *actr, int o) {
-	int p = (actr->x + (actr->size_x / 2)) / 16 + (((actr->y + (actr->size_y / 2)) / 16) * 20);
+	int p = (actr->_x + (actr->_sizeX / 2)) / 16 + (((actr->_y + (actr->_sizeY / 2)) / 16) * 20);
 	if (!_G(object_map[p]) && _G(scrn).icon[p / 20][p % 20] >= 140) { //nothing there and solid
 		_G(object_map[p]) = o;
-		_G(object_index[p]) = 27 + actr->actor_num; //actor is 3-15
+		_G(object_index[p]) = 27 + actr->_actorNum; //actor is 3-15
 
 		return 1;
 	}
@@ -212,7 +212,7 @@ int _drop_obj(ACTOR *actr, int o) {
 }
 
 int use_apple(int flag) {
-	if (_G(thor)->health == 150)
+	if (_G(thor)->_health == 150)
 		return 0;
 
 	if (flag && _G(thor_info).magic > 0) {
@@ -261,25 +261,25 @@ int use_thunder(int flag) {
 int use_boots(int flag) {
 	if (flag) {
 		if (_G(thor_info).magic > 0) {
-			if (_G(thor)->num_moves == 1) {
+			if (_G(thor)->_numMoves == 1) {
 				_G(magic_cnt) = 0;
 				add_magic(-1);
 			} else if (_G(magic_cnt) > 8) {
 				_G(magic_cnt) = 0;
 				add_magic(-1);
 			}
-			_G(thor)->num_moves = 2;
-			_G(hammer)->num_moves = 3;
+			_G(thor)->_numMoves = 2;
+			_G(hammer)->_numMoves = 3;
 			return 1;
 		}
 
 		not_enough_magic();
-		_G(thor)->num_moves = 1;
-		_G(hammer)->num_moves = 2;
+		_G(thor)->_numMoves = 1;
+		_G(hammer)->_numMoves = 2;
 
 	} else {
-		_G(thor)->num_moves = 1;
-		_G(hammer)->num_moves = 2;
+		_G(thor)->_numMoves = 1;
+		_G(hammer)->_numMoves = 2;
 	}
 	return 0;
 }
@@ -293,9 +293,9 @@ int use_shield(int flag) {
 				setup_magic_item(1);
 
 				_G(actor[2]) = _G(magic_item[1]);
-				setup_actor(&_G(actor[2]), 2, 0, _G(thor)->x, _G(thor)->y);
-				_G(actor[2]).speed_count = 1;
-				_G(actor[2]).speed = 1;
+				setup_actor(&_G(actor[2]), 2, 0, _G(thor)->_x, _G(thor)->_y);
+				_G(actor[2])._moveCountdown = 1;
+				_G(actor[2])._speed = 1;
 				_G(shield_on) = true;
 			} else if (_G(magic_cnt) > 8) {
 				_G(magic_cnt) = 0;
@@ -309,8 +309,8 @@ int use_shield(int flag) {
 	}
 
 	if (_G(shield_on)) {
-		_G(actor[2]).dead = 2;
-		_G(actor[2]).used = 0;
+		_G(actor[2])._dead = 2;
+		_G(actor[2])._active = 0;
 		_G(shield_on) = false;
 	}
 
@@ -333,15 +333,15 @@ int use_lightning(int flag) {
 int use_tornado(int flag) {
 	if (flag) {
 		if (_G(thor_info).magic > 10) {
-			if (!_G(tornado_used) && !_G(actor[2]).dead && _G(magic_cnt) > 20) {
+			if (!_G(tornado_used) && !_G(actor[2])._dead && _G(magic_cnt) > 20) {
 				_G(magic_cnt) = 0;
 				add_magic(-10);
 				setup_magic_item(0);
 				_G(actor[2]) = _G(magic_item[0]);
 
-				setup_actor(&_G(actor[2]), 2, 0, _G(thor)->x, _G(thor)->y);
-				_G(actor[2]).last_dir = _G(thor)->dir;
-				_G(actor[2]).move = 16;
+				setup_actor(&_G(actor[2]), 2, 0, _G(thor)->_x, _G(thor)->_y);
+				_G(actor[2])._lastDir = _G(thor)->_dir;
+				_G(actor[2])._moveType = 16;
 				_G(tornado_used) = true;
 				play_sound(WIND, false);
 			}
diff --git a/engines/got/game/script.cpp b/engines/got/game/script.cpp
index c2a7f137270..8c00d3ff58d 100644
--- a/engines/got/game/script.cpp
+++ b/engines/got/game/script.cpp
@@ -102,7 +102,7 @@ Scripts::~Scripts() {
 void Scripts::execute_script(long index, const Gfx::Pics &speakerIcon, ScriptEndFn endFn) {
 	// Firstly disable any on-screen actors
 	for (int i = 0; i < MAX_ACTORS; i++)
-		_G(actor[i]).show = 0;
+		_G(actor[i])._show = 0;
 
 	_endFn = endFn;
 	_scrIndex = index;
@@ -405,7 +405,7 @@ int Scripts::get_internal_variable() {
 		_lTemp = _G(thor_info).jewels;
 		break;
 	case 1:
-		_lTemp = _G(thor)->health;
+		_lTemp = _G(thor)->_health;
 		break;
 	case 2:
 		_lTemp = _G(thor_info).magic;
@@ -453,10 +453,10 @@ int Scripts::get_internal_variable() {
 			_lTemp = 0;
 		break;
 	case 24:
-		_lTemp = _G(scrn).icon[(_G(thor)->y + 8) / 16][(_G(thor)->x + 7) / 16];
+		_lTemp = _G(scrn).icon[(_G(thor)->_y + 8) / 16][(_G(thor)->_x + 7) / 16];
 		break;
 	case 25:
-		_lTemp = (((_G(thor)->y + 8) / 16) * 20) + ((_G(thor)->x + 7) / 16);
+		_lTemp = (((_G(thor)->_y + 8) / 16) * 20) + ((_G(thor)->_x + 7) / 16);
 		break;
 	default:
 		return 0;
@@ -1019,14 +1019,14 @@ void Scripts::scr_func1() {
 
 	_G(new_level) = 109;
 	_G(new_level_tile) = 215;
-	_G(thor)->x = (_G(new_level_tile) % 20) * 16;
-	_G(thor)->y = ((_G(new_level_tile) / 20) * 16) - 2;
-
-	_G(thor)->last_x[0] = _G(thor)->x;
-	_G(thor)->last_x[1] = _G(thor)->x;
-	_G(thor)->last_y[0] = _G(thor)->y;
-	_G(thor)->last_y[1] = _G(thor)->y;
-	_G(thor)->show = 2;
+	_G(thor)->_x = (_G(new_level_tile) % 20) * 16;
+	_G(thor)->_y = ((_G(new_level_tile) / 20) * 16) - 2;
+
+	_G(thor)->_lastX[0] = _G(thor)->_x;
+	_G(thor)->_lastX[1] = _G(thor)->_x;
+	_G(thor)->_lastY[0] = _G(thor)->_y;
+	_G(thor)->_lastY[1] = _G(thor)->_y;
+	_G(thor)->_show = 2;
 }
 
 void Scripts::scr_func2() {
@@ -1036,7 +1036,7 @@ void Scripts::scr_func2() {
 }
 
 void Scripts::scr_func3() {
-	int p = (((_G(thor)->y + 8) / 16) * 20) + ((_G(thor)->x + 7) / 16);
+	int p = (((_G(thor)->_y + 8) / 16) * 20) + ((_G(thor)->_x + 7) / 16);
 	int y = p / 20;
 	int x = p % 20;
 
@@ -1084,7 +1084,7 @@ void Scripts::scr_func5() {
 	_G(scrn).actor_loc[1] -= 2;
 	_G(scrn).actor_loc[2] -= 2;
 	_G(scrn).actor_loc[3] -= 2;
-	_G(actor[3]).i1 = 16;
+	_G(actor[3])._i1 = 16;
 }
 
 int Scripts::cmd_exec() {
diff --git a/engines/got/game/shot_movement.cpp b/engines/got/game/shot_movement.cpp
index 30483690fbe..08b032216c2 100644
--- a/engines/got/game/shot_movement.cpp
+++ b/engines/got/game/shot_movement.cpp
@@ -60,75 +60,75 @@ int (*const shot_movement_func[])(ACTOR *actr) = {
 	shot_movement_thirteen};
 
 void next_shot_frame(ACTOR *actr) {
-	if (actr->directions == 4 && actr->frames == 1) {
-		actr->next = actr->last_dir;
-		actr->dir = 0;
+	if (actr->_directions == 4 && actr->_framesPerDirection == 1) {
+		actr->_nextFrame = actr->_lastDir;
+		actr->_dir = 0;
 	} else {
-		const int fcount = actr->frame_count - 1;
+		const int fcount = actr->_frameCount - 1;
 
 		if (fcount <= 0) {
-			actr->next++;
-			if (actr->next > 3)
-				actr->next = 0;
+			actr->_nextFrame++;
+			if (actr->_nextFrame > 3)
+				actr->_nextFrame = 0;
 
-			actr->frame_count = actr->frame_speed;
+			actr->_frameCount = actr->_frameSpeed;
 		} else
-			actr->frame_count = fcount;
+			actr->_frameCount = fcount;
 	}
 }
 
 // Boss - snake
 int shot_movement_none(ACTOR *actr) {
-	actr->temp3--;
-	if (!actr->temp3) {
+	actr->_temp3--;
+	if (!actr->_temp3) {
 		actor_destroyed(actr);
-		if (_G(actor[actr->creator]).num_shots)
-			_G(actor[actr->creator]).num_shots--;
+		if (_G(actor[actr->_creator])._currNumShots)
+			_G(actor[actr->_creator])._currNumShots--;
 	}
 
 	next_shot_frame(actr);
-	if (actr->directions == 1)
+	if (actr->_directions == 1)
 		return 0;
 
-	return actr->last_dir;
+	return actr->_lastDir;
 }
 
 int shot_movement_one(ACTOR *actr) {
 	int x1 = 0, y1 = 0;
 
-	int d = actr->last_dir;
+	int d = actr->_lastDir;
 
 	switch (d) {
 	case 0:
-		x1 = actr->x;
-		y1 = actr->y - 2;
+		x1 = actr->_x;
+		y1 = actr->_y - 2;
 		break;
 	case 1:
-		x1 = actr->x;
-		y1 = actr->y + 2;
+		x1 = actr->_x;
+		y1 = actr->_y + 2;
 		break;
 	case 2:
-		x1 = actr->x - 2;
-		y1 = actr->y;
+		x1 = actr->_x - 2;
+		y1 = actr->_y;
 		break;
 	case 3:
-		x1 = actr->x + 2;
-		y1 = actr->y;
+		x1 = actr->_x + 2;
+		y1 = actr->_y;
 		break;
 	}
 
 	if (!check_move3(x1, y1, actr)) {
 		actor_destroyed(actr);
-		if (_G(actor[actr->creator]).num_shots)
-			_G(actor[actr->creator]).num_shots--;
+		if (_G(actor[actr->_creator])._currNumShots)
+			_G(actor[actr->_creator])._currNumShots--;
 	} else {
 		next_shot_frame(actr);
-		actr->last_dir = d;
+		actr->_lastDir = d;
 	}
 
-	if (actr->directions == 1)
+	if (actr->_directions == 1)
 		return 0;
-	if (actr->directions == 4 && actr->frames == 1)
+	if (actr->_directions == 4 && actr->_framesPerDirection == 1)
 		return 0;
 
 	return d;
@@ -137,80 +137,80 @@ int shot_movement_one(ACTOR *actr) {
 int shot_movement_two(ACTOR *actr) {
 	int x1 = 0, y1 = 0;
 
-	int d = actr->last_dir;
+	int d = actr->_lastDir;
 
 	switch (d) {
 	case 0:
-		x1 = actr->x;
-		y1 = actr->y - 2;
+		x1 = actr->_x;
+		y1 = actr->_y - 2;
 		break;
 	case 1:
-		x1 = actr->x;
-		y1 = actr->y + 2;
+		x1 = actr->_x;
+		y1 = actr->_y + 2;
 		break;
 	case 2:
-		x1 = actr->x - 2;
-		y1 = actr->y;
+		x1 = actr->_x - 2;
+		y1 = actr->_y;
 		break;
 	case 3:
-		x1 = actr->x + 2;
-		y1 = actr->y;
+		x1 = actr->_x + 2;
+		y1 = actr->_y;
 		break;
 	}
 	if (!check_move4(x1, y1, actr)) {
 		actor_destroyed(actr);
-		if (_G(actor[actr->creator]).num_shots)
-			_G(actor[actr->creator]).num_shots--;
+		if (_G(actor[actr->_creator])._currNumShots)
+			_G(actor[actr->_creator])._currNumShots--;
 	} else {
 		next_shot_frame(actr);
-		actr->last_dir = d;
+		actr->_lastDir = d;
 	}
-	if (actr->directions == 1)
+	if (actr->_directions == 1)
 		return 0;
-	if (actr->directions == 4 && actr->frames == 1)
+	if (actr->_directions == 4 && actr->_framesPerDirection == 1)
 		return 0;
 	return d;
 }
 
 // Serpent fire
 int shot_movement_three(ACTOR *actr) {
-	int d = actr->last_dir;
+	int d = actr->_lastDir;
 
-	actr->x -= 2;
-	actr->temp3--;
-	actr->temp4--;
+	actr->_x -= 2;
+	actr->_temp3--;
+	actr->_temp4--;
 
 	if (overlap(_G(thor_x1) - 1, _G(thor_y1) - 1, _G(thor_x2) + 1, _G(thor_y2) + 1,
-				actr->x, actr->y, actr->x + 15, actr->y + 15)) {
-		actr->move = 0;
-		actr->speed = 6;
+				actr->_x, actr->_y, actr->_x + 15, actr->_y + 15)) {
+		actr->_moveType = 0;
+		actr->_speed = 6;
 		thor_damaged(actr);
-		actr->x += 2;
+		actr->_x += 2;
 	}
-	if (!actr->temp4) {
-		actr->temp4 = actr->temp5;
-		actr->speed++;
-		if (actr->speed > 6)
-			actr->move = 0;
+	if (!actr->_temp4) {
+		actr->_temp4 = actr->_temp5;
+		actr->_speed++;
+		if (actr->_speed > 6)
+			actr->_moveType = 0;
 	}
-	if (!actr->temp3) {
+	if (!actr->_temp3) {
 		actor_destroyed(actr);
-		if (_G(actor[actr->creator]).num_shots)
-			_G(actor[actr->creator]).num_shots--;
+		if (_G(actor[actr->_creator])._currNumShots)
+			_G(actor[actr->_creator])._currNumShots--;
 	} else {
 		next_shot_frame(actr);
-		actr->last_dir = d;
+		actr->_lastDir = d;
 	}
-	if (actr->directions == 1)
+	if (actr->_directions == 1)
 		return 0;
 	return d;
 }
 
 // Wraith balls
 int shot_movement_four(ACTOR *actr) {
-	if (actr->temp1) {
-		actr->temp1--;
-		if (!actr->temp1) {
+	if (actr->_temp1) {
+		actr->_temp1--;
+		if (!actr->_temp1) {
 			actor_destroyed(actr);
 			_G(apple_drop++);
 			if (_G(apple_drop) == 4) {
@@ -223,25 +223,25 @@ int shot_movement_four(ACTOR *actr) {
 			return 0;
 		}
 	}
-	if (overlap(_G(thor)->x - 1, _G(thor)->y - 1, _G(thor_x2) + 1, _G(thor_y2) + 1,
-				actr->x, actr->y, actr->x + 15, actr->y + 15)) {
+	if (overlap(_G(thor)->_x - 1, _G(thor)->_y - 1, _G(thor_x2) + 1, _G(thor_y2) + 1,
+				actr->_x, actr->_y, actr->_x + 15, actr->_y + 15)) {
 		thor_damaged(actr);
 		actor_destroyed(actr);
 		return 0;
 	}
 
-	int x1 = actr->x;
-	int y1 = actr->y;
+	int x1 = actr->_x;
+	int y1 = actr->_y;
 	int yd = 0;
 	int xd = 0;
-	int d = actr->last_dir;
+	int d = actr->_lastDir;
 
 	if ((x1 > (_G(thor_x1)) + 1))
 		xd = -2;
 	else if ((x1 < (_G(thor_x1)) - 1))
 		xd = 2;
 
-	if (actr->actor_num == 1) {
+	if (actr->_actorNum == 1) {
 		if (y1 < (_G(thor_y1) - 6))
 			yd = 2;
 		else if (y1 > (_G(thor_y1) - 6))
@@ -266,8 +266,8 @@ int shot_movement_four(ACTOR *actr) {
 		y1 += yd;
 		if (check_move3(x1, y1, actr)) {
 			next_frame(actr);
-			actr->last_dir = d;
-			if (actr->directions == 1)
+			actr->_lastDir = d;
+			if (actr->_directions == 1)
 				return 0;
 			return d;
 		}
@@ -280,11 +280,11 @@ int shot_movement_four(ACTOR *actr) {
 	else if (xd == -2 && yd == 0)
 		d = 2;
 
-	x1 = actr->x;
-	y1 = actr->y;
-	actr->toggle ^= 1;
+	x1 = actr->_x;
+	y1 = actr->_y;
+	actr->_toggle ^= 1;
 
-	if (actr->toggle) {
+	if (actr->_toggle) {
 		if (xd) {
 			x1 += xd;
 			if (check_move3(x1, y1, actr)) {
@@ -293,12 +293,12 @@ int shot_movement_four(ACTOR *actr) {
 				else
 					d = 2;
 				next_frame(actr);
-				actr->last_dir = d;
-				if (actr->directions == 1)
+				actr->_lastDir = d;
+				if (actr->_directions == 1)
 					return 0;
 				return d;
 			}
-			x1 = actr->x;
+			x1 = actr->_x;
 		}
 		if (yd) {
 			y1 += yd;
@@ -308,8 +308,8 @@ int shot_movement_four(ACTOR *actr) {
 				else
 					d = 0;
 				next_frame(actr);
-				actr->last_dir = d;
-				if (actr->directions == 1)
+				actr->_lastDir = d;
+				if (actr->_directions == 1)
 					return 0;
 				return d;
 			}
@@ -323,12 +323,12 @@ int shot_movement_four(ACTOR *actr) {
 				else
 					d = 0;
 				next_frame(actr);
-				actr->last_dir = d;
-				if (actr->directions == 1)
+				actr->_lastDir = d;
+				if (actr->_directions == 1)
 					return 0;
 				return d;
 			}
-			y1 = actr->y;
+			y1 = actr->_y;
 		}
 		if (xd) {
 			x1 += xd;
@@ -338,17 +338,17 @@ int shot_movement_four(ACTOR *actr) {
 				else
 					d = 2;
 				next_frame(actr);
-				actr->last_dir = d;
-				if (actr->directions == 1)
+				actr->_lastDir = d;
+				if (actr->_directions == 1)
 					return 0;
 				return d;
 			}
 		}
 	}
-	check_move3(actr->x, actr->y, actr);
+	check_move3(actr->_x, actr->_y, actr);
 	next_frame(actr);
-	actr->last_dir = d;
-	if (actr->directions == 1)
+	actr->_lastDir = d;
+	if (actr->_directions == 1)
 		return 0;
 	return d;
 }
@@ -356,62 +356,62 @@ int shot_movement_four(ACTOR *actr) {
 // No move, frame cycle
 int shot_movement_five(ACTOR *actr) {
 	next_shot_frame(actr);
-	if (actr->directions == 1)
+	if (actr->_directions == 1)
 		return 0;
-	return actr->last_dir;
+	return actr->_lastDir;
 }
 
 // Wraith spots
 int shot_movement_six(ACTOR *actr) {
-	actr->temp1--;
-	if (!actr->temp1) {
+	actr->_temp1--;
+	if (!actr->_temp1) {
 		actor_destroyed(actr);
-		if (_G(actor[actr->creator]).num_shots)
-			_G(actor[actr->creator]).num_shots--;
+		if (_G(actor[actr->_creator])._currNumShots)
+			_G(actor[actr->_creator])._currNumShots--;
 	} else
 		next_shot_frame(actr);
-	if (actr->directions == 1)
+	if (actr->_directions == 1)
 		return 0;
-	return actr->last_dir;
+	return actr->_lastDir;
 }
 
-#define YV actr->i1
-#define YC actr->i2
-#define BC actr->i3
-#define YD actr->i4
-#define XD actr->i5
-#define XC actr->i6
+#define YV actr->_i1
+#define YC actr->_i2
+#define BC actr->_i3
+#define YD actr->_i4
+#define XD actr->_i5
+#define XC actr->_i6
 #define IV 100
 #define IC 50
 
 // Skull drop
 int shot_movement_seven(ACTOR *actr) {
-	if (actr->temp3) {
-		actr->temp3--;
+	if (actr->_temp3) {
+		actr->_temp3--;
 		goto done;
 	}
-	if (overlap(actr->x, actr->y, actr->x + actr->size_x, actr->y + actr->size_y,
-				_G(thor)->x, _G(thor)->y + 4, _G(thor)->x + 15, _G(thor)->y + 15))
+	if (overlap(actr->_x, actr->_y, actr->_x + actr->_sizeX, actr->_y + actr->_sizeY,
+				_G(thor)->_x, _G(thor)->_y + 4, _G(thor)->_x + 15, _G(thor)->_y + 15))
 		thor_damaged(actr);
 
-	actr->temp2++;
-	if (actr->temp2 > 2) {
-		if (actr->temp4)
-			actr->temp4--;
-		actr->temp2 = 0;
+	actr->_temp2++;
+	if (actr->_temp2 > 2) {
+		if (actr->_temp4)
+			actr->_temp4--;
+		actr->_temp2 = 0;
 	}
-	actr->temp3 = actr->temp4;
+	actr->_temp3 = actr->_temp4;
 
-	actr->y += 2;
-	if (actr->y > 160 - 36) {
-		actr->x += (4 - g_events->getRandomNumber(8));
-		actr->move = 8;
+	actr->_y += 2;
+	if (actr->_y > 160 - 36) {
+		actr->_x += (4 - g_events->getRandomNumber(8));
+		actr->_moveType = 8;
 		YV = IV;
 		YC = 0;
 		BC = IC;
 		YD = 0;
 		XC = 3;
-		if (actr->x < 150)
+		if (actr->_x < 150)
 			XD = 1;
 		else
 			XD = 0;
@@ -419,17 +419,17 @@ int shot_movement_seven(ACTOR *actr) {
 
 done:
 	next_shot_frame(actr);
-	if (actr->directions == 1)
+	if (actr->_directions == 1)
 		return 0;
-	return actr->last_dir;
+	return actr->_lastDir;
 }
 
 // Skull bounce
 int shot_movement_eight(ACTOR *actr) {
 	int x, y;
 
-	x = actr->x;
-	y = actr->y;
+	x = actr->_x;
+	y = actr->_y;
 
 	XC--;
 	if (!XC) {
@@ -469,51 +469,51 @@ int shot_movement_eight(ACTOR *actr) {
 	if (y > 164)
 		y = 164;
 	//   8       311
-	if (x < 1 || x > (319 - actr->size_x)) {
-		if (!actr->dead)
-			if (_G(actor[actr->creator]).num_shots)
-				_G(actor[actr->creator]).num_shots--;
+	if (x < 1 || x > (319 - actr->_sizeX)) {
+		if (!actr->_dead)
+			if (_G(actor[actr->_creator])._currNumShots)
+				_G(actor[actr->_creator])._currNumShots--;
 		actor_destroyed(actr);
 	}
-	if (overlap(actr->x, actr->y, actr->x + actr->size_x, actr->y + actr->size_y,
-				_G(thor)->x, _G(thor)->y + 4, _G(thor)->x + 15, _G(thor)->y + 15))
+	if (overlap(actr->_x, actr->_y, actr->_x + actr->_sizeX, actr->_y + actr->_sizeY,
+				_G(thor)->_x, _G(thor)->_y + 4, _G(thor)->_x + 15, _G(thor)->_y + 15))
 		thor_damaged(actr);
-	actr->x = x;
-	actr->y = y;
+	actr->_x = x;
+	actr->_y = y;
 
 	//done:
 	next_shot_frame(actr);
-	if (actr->directions == 1)
+	if (actr->_directions == 1)
 		return 0;
-	return actr->last_dir;
+	return actr->_lastDir;
 }
 
 // Skull explode
 int shot_movement_nine(ACTOR *actr) {
-	actr->next++;
-	if (actr->next == 3) {
-		_G(actor[actr->creator]).num_shots--;
+	actr->_nextFrame++;
+	if (actr->_nextFrame == 3) {
+		_G(actor[actr->_creator])._currNumShots--;
 		actor_destroyed(actr);
 		return 0;
 	}
-	if (actr->directions == 1)
+	if (actr->_directions == 1)
 		return 0;
-	return actr->last_dir;
+	return actr->_lastDir;
 }
 
 // Skull - stalagtites
 int shot_movement_ten(ACTOR *actr) {
 	int f = 0;
-	actr->y += 2;
+	actr->_y += 2;
 
-	if (overlap(actr->x, actr->y, actr->x + actr->size_x, actr->y + actr->size_y,
-				_G(thor)->x, _G(thor)->y + 4, _G(thor)->x + 15, _G(thor)->y + 15)) {
+	if (overlap(actr->_x, actr->_y, actr->_x + actr->_sizeX, actr->_y + actr->_sizeY,
+				_G(thor)->_x, _G(thor)->_y + 4, _G(thor)->_x + 15, _G(thor)->_y + 15)) {
 		thor_damaged(actr);
 		f = 1;
 	}
-	if ((actr->y > 160) || f) {
-		if (_G(actor[actr->creator]).num_shots)
-			_G(actor[actr->creator]).num_shots--;
+	if ((actr->_y > 160) || f) {
+		if (_G(actor[actr->_creator])._currNumShots)
+			_G(actor[actr->_creator])._currNumShots--;
 		actor_destroyed(actr);
 	}
 
@@ -522,12 +522,12 @@ int shot_movement_ten(ACTOR *actr) {
 
 #undef YD
 #undef XD
-#define YA actr->i1
-#define XA actr->i2
-#define YD actr->i3
-#define XD actr->i4
-#define DIR actr->i5
-#define CNT actr->i6
+#define YA actr->_i1
+#define XA actr->_i2
+#define YD actr->_i3
+#define XD actr->_i4
+#define DIR actr->_i5
+#define CNT actr->_i6
 
 void calc_angle(int x1, int y1, int x2, int y2, ACTOR *actr) {
 	if (x1 < x2) {
@@ -561,12 +561,12 @@ void calc_angle(int x1, int y1, int x2, int y2, ACTOR *actr) {
 
 // Angle throw
 int shot_movement_eleven(ACTOR *actr) {
-	int x1 = actr->x;
-	int y1 = actr->y;
+	int x1 = actr->_x;
+	int y1 = actr->_y;
 
-	if (!actr->temp1) {
+	if (!actr->_temp1) {
 		calc_angle(_G(thor_x1), _G(thor_real_y1), x1, y1, actr);
-		actr->temp1 = 1;
+		actr->_temp1 = 1;
 	}
 
 	if (DIR) {
@@ -586,25 +586,25 @@ int shot_movement_eleven(ACTOR *actr) {
 	}
 
 	if (!check_move3(x1, y1, actr)) {
-		if (_G(actor[actr->creator]).num_shots)
-			_G(actor[actr->creator]).num_shots--;
+		if (_G(actor[actr->_creator])._currNumShots)
+			_G(actor[actr->_creator])._currNumShots--;
 		actor_destroyed(actr);
 	} else
 		next_frame(actr);
 
-	if (actr->directions == 1)
+	if (actr->_directions == 1)
 		return 0;
-	return actr->last_dir;
+	return actr->_lastDir;
 }
 
 // Angle throw Loki
 int shot_movement_twelve(ACTOR *actr) {
-	int x1 = actr->x;
-	int y1 = actr->y;
+	int x1 = actr->_x;
+	int y1 = actr->_y;
 
-	if (!actr->temp5) {
+	if (!actr->_temp5) {
 		calc_angle(_G(thor_x1), _G(thor_real_y1), x1, y1, actr);
-		actr->temp5 = 1;
+		actr->_temp5 = 1;
 	}
 
 	if (DIR) {
@@ -626,39 +626,39 @@ int shot_movement_twelve(ACTOR *actr) {
 	if (x1 < 16 || x1 > 287 || y1 < 16 || y1 > 159) {
 		calc_angle(g_events->getRandomNumber(319),
 				   g_events->getRandomNumber(191), x1, y1, actr);
-		actr->move = 13;
-		actr->temp4 = 240;
-		actr->next = 2;
+		actr->_moveType = 13;
+		actr->_temp4 = 240;
+		actr->_nextFrame = 2;
 	} else {
 		if (overlap(x1 + 2, y1 + 2, x1 + 14, y1 + 14, _G(thor_x1), _G(thor_y1), _G(thor_x2), _G(thor_y2))) {
 			thor_damaged(actr);
 		}
-		actr->x = x1;
-		actr->y = y1;
+		actr->_x = x1;
+		actr->_y = y1;
 	}
 
-	int fcount = actr->frame_count - 1;
+	int fcount = actr->_frameCount - 1;
 	if (fcount <= 0) {
-		actr->next++;
-		if (actr->next > 1)
-			actr->next = 0;
-		actr->frame_count = actr->frame_speed;
+		actr->_nextFrame++;
+		if (actr->_nextFrame > 1)
+			actr->_nextFrame = 0;
+		actr->_frameCount = actr->_frameSpeed;
 	} else
-		actr->frame_count = fcount;
+		actr->_frameCount = fcount;
 	
-	if (actr->directions == 1)
+	if (actr->_directions == 1)
 		return 0;
-	return actr->last_dir;
+	return actr->_lastDir;
 }
 
 // Angle throw Loki-2
 int shot_movement_thirteen(ACTOR *actr) {
-	int x1 = actr->x;
-	int y1 = actr->y;
+	int x1 = actr->_x;
+	int y1 = actr->_y;
 
-	if (!actr->temp5) {
+	if (!actr->_temp5) {
 		calc_angle(_G(thor_x1), _G(thor_real_y1), x1, y1, actr);
-		actr->temp5 = 1;
+		actr->_temp5 = 1;
 	}
 
 	if (DIR) {
@@ -677,12 +677,12 @@ int shot_movement_thirteen(ACTOR *actr) {
 		}
 	}
 
-	if (actr->temp4)
-		actr->temp4--;
+	if (actr->_temp4)
+		actr->_temp4--;
 
-	if (!actr->temp4) {
-		if (_G(actor[actr->creator]).num_shots)
-			_G(actor[actr->creator]).num_shots--;
+	if (!actr->_temp4) {
+		if (_G(actor[actr->_creator])._currNumShots)
+			_G(actor[actr->_creator])._currNumShots--;
 		actor_destroyed(actr);
 		_G(apple_drop++);
 		if (_G(apple_drop) > 4) {
@@ -704,23 +704,23 @@ int shot_movement_thirteen(ACTOR *actr) {
 		if (overlap(x1 + 4, y1 + 4, x1 + 12, y1 + 12, _G(thor_x1), _G(thor_y1), _G(thor_x2), _G(thor_y2))) {
 			thor_damaged(actr);
 		}
-		actr->x = x1;
-		actr->y = y1;
+		actr->_x = x1;
+		actr->_y = y1;
 	}
 
-	int fcount = actr->frame_count - 1;
+	int fcount = actr->_frameCount - 1;
 	if (fcount <= 0) {
-		actr->next++;
-		if (actr->next > 3)
-			actr->next = 2;
-		actr->frame_count = actr->frame_speed;
+		actr->_nextFrame++;
+		if (actr->_nextFrame > 3)
+			actr->_nextFrame = 2;
+		actr->_frameCount = actr->_frameSpeed;
 	} else
-		actr->frame_count = fcount;
+		actr->_frameCount = fcount;
 	
-	if (actr->directions == 1)
+	if (actr->_directions == 1)
 		return 0;
 
-	return actr->last_dir;
+	return actr->_lastDir;
 }
 
 } // namespace Got
diff --git a/engines/got/game/shot_pattern.cpp b/engines/got/game/shot_pattern.cpp
index 9ab3d93a7d5..fed83dc8056 100644
--- a/engines/got/game/shot_pattern.cpp
+++ b/engines/got/game/shot_pattern.cpp
@@ -54,34 +54,34 @@ int shot_pattern_none(ACTOR *actr) {
 
 // Uni-directional seek
 int shot_pattern_one(ACTOR *actr) {
-	switch (actr->last_dir) {
+	switch (actr->_lastDir) {
 	case 0:
-		if (ABS(_G(thor_x1) - actr->x) < 8) {
-			if (actr->y > _G(thor_real_y1)) { //r
+		if (ABS(_G(thor_x1) - actr->_x) < 8) {
+			if (actr->_y > _G(thor_real_y1)) { //r
 				if (actor_shoots(actr, 0))
 					return 1;
 			}
 		}
 		break;
 	case 1:
-		if (ABS(_G(thor_x1) - actr->x) < 8) {
-			if (actr->y < _G(thor_real_y1)) { //r
+		if (ABS(_G(thor_x1) - actr->_x) < 8) {
+			if (actr->_y < _G(thor_real_y1)) { //r
 				if (actor_shoots(actr, 1))
 					return 1;
 			}
 		}
 		break;
 	case 2:
-		if (ABS(_G(thor_real_y1) - actr->y) < 8) { //r
-			if (actr->x > _G(thor_x1)) {
+		if (ABS(_G(thor_real_y1) - actr->_y) < 8) { //r
+			if (actr->_x > _G(thor_x1)) {
 				if (actor_shoots(actr, 2))
 					return 1;
 			}
 		}
 		break;
 	case 3:
-		if (ABS(_G(thor_real_y1) - actr->y) < 8) { //r
-			if (actr->x < _G(thor_x1)) {
+		if (ABS(_G(thor_real_y1) - actr->_y) < 8) { //r
+			if (actr->_x < _G(thor_x1)) {
 				if (actor_shoots(actr, 3))
 					return 1;
 			}
@@ -94,17 +94,17 @@ int shot_pattern_one(ACTOR *actr) {
 
 // Omni directional
 int shot_pattern_two(ACTOR *actr) {
-	if (ABS(_G(thor)->x - actr->x) < 8) {
-		if (_G(thor)->y > actr->y)
+	if (ABS(_G(thor)->_x - actr->_x) < 8) {
+		if (_G(thor)->_y > actr->_y)
 			actor_shoots(actr, 1);
-		else if (_G(thor)->y < actr->y)
+		else if (_G(thor)->_y < actr->_y)
 			actor_shoots(actr, 0);
 		else
 			return 0;
-	} else if (ABS(_G(thor)->y - actr->y) < 8) {
-		if (_G(thor)->x > actr->x)
+	} else if (ABS(_G(thor)->_y - actr->_y) < 8) {
+		if (_G(thor)->_x > actr->_x)
 			actor_shoots(actr, 3);
-		else if (_G(thor)->x < actr->x)
+		else if (_G(thor)->_x < actr->_x)
 			actor_shoots(actr, 2);
 	} else {
 		return 0;
@@ -115,32 +115,32 @@ int shot_pattern_two(ACTOR *actr) {
 
 // Uni directional (backwards)
 int shot_pattern_three(ACTOR *actr) {
-	int ld = actr->last_dir;
+	int ld = actr->_lastDir;
 	if (shot_pattern_one(actr)) {
-		actr->last_dir = reverse_direction(actr);
+		actr->_lastDir = reverse_direction(actr);
 		return 1;
 	}
 
-	actr->last_dir = reverse_direction(actr);
+	actr->_lastDir = reverse_direction(actr);
 	shot_pattern_one(actr);
-	actr->last_dir = ld;
+	actr->_lastDir = ld;
 
 	return 1;
 }
 
 // Omni-directional not solid shot
 int shot_pattern_four(ACTOR *actr) {
-	if (ABS(_G(thor)->x - actr->x) < 8) {
-		if (_G(thor)->y > actr->y)
+	if (ABS(_G(thor)->_x - actr->_x) < 8) {
+		if (_G(thor)->_y > actr->_y)
 			actor_always_shoots(actr, 1);
-		else if (_G(thor)->y < actr->y)
+		else if (_G(thor)->_y < actr->_y)
 			actor_always_shoots(actr, 0);
 		else
 			return 0;
-	} else if (ABS(_G(thor)->y - actr->y) < 8) {
-		if (_G(thor)->x > actr->x)
+	} else if (ABS(_G(thor)->_y - actr->_y) < 8) {
+		if (_G(thor)->_x > actr->_x)
 			actor_always_shoots(actr, 3);
-		else if (_G(thor)->x < actr->x)
+		else if (_G(thor)->_x < actr->_x)
 			actor_always_shoots(actr, 2);
 	} else {
 		return 0;
@@ -151,18 +151,18 @@ int shot_pattern_four(ACTOR *actr) {
 
 // Boss - snake
 int shot_pattern_five(ACTOR *actr) {
-	if (_G(rand1) < 15 && (actr->temp1 == 0) && (actr->temp2 == 0)) {
-		actr->y += 16;
-		actr->shots_allowed = 3 + _G(setup).skill;
+	if (_G(rand1) < 15 && (actr->_temp1 == 0) && (actr->_temp2 == 0)) {
+		actr->_y += 16;
+		actr->_numShotsAllowed = 3 + _G(setup).skill;
 		actor_shoots(actr, 2);
 		play_sound(BOSS12, false);
 
-		int num = actr->shot_actor;
-		actr->shot_cnt = 50;
-		_G(actor[num]).temp3 = 120;
-		_G(actor[num]).temp4 = 5 + (_G(rand2) % 17);
-		_G(actor[num]).temp5 = _G(actor[num]).temp4;
-		actr->y -= 16;
+		int num = actr->_shotActor;
+		actr->_shotCountdown = 50;
+		_G(actor[num])._temp3 = 120;
+		_G(actor[num])._temp4 = 5 + (_G(rand2) % 17);
+		_G(actor[num])._temp5 = _G(actor[num])._temp4;
+		actr->_y -= 16;
 		return 1;
 	}
 
@@ -171,7 +171,7 @@ int shot_pattern_five(ACTOR *actr) {
 
 // 4 surrounding squares
 int shot_pattern_six(ACTOR *actr) {
-	int pos = ((actr->x) / 16) + (((actr->y) / 16) * 20);
+	int pos = ((actr->_x) / 16) + (((actr->_y) / 16) * 20);
 
 	if (_G(thor_pos) == pos - 20)
 		actor_shoots(actr, 0);
@@ -184,8 +184,8 @@ int shot_pattern_six(ACTOR *actr) {
 	else
 		return 0;
 
-	actr->frame_sequence[3] = 3;
-	actr->next = 3;
+	actr->_frameSequence[3] = 3;
+	actr->_nextFrame = 3;
 	return 1;
 }
 
@@ -196,16 +196,16 @@ int shot_pattern_seven(ACTOR *actr) {
 
 // random
 int shot_pattern_eight(ACTOR *actr) {
-	if (!actr->i2) {
-		actr->i1 = actr->func_pass;
-		actr->i2 = 1;
+	if (!actr->_i2) {
+		actr->_i1 = actr->_funcPass;
+		actr->_i2 = 1;
 	}
 
-	if (actr->i1) {
-		actr->i1--;
+	if (actr->_i1) {
+		actr->_i1--;
 	} else if (_G(rand1) < 10) {
-		actr->i1 = actr->func_pass;
-		actr->i2 = _G(thor_real_y1);
+		actr->_i1 = actr->_funcPass;
+		actr->_i2 = _G(thor_real_y1);
 		actor_shoots(actr, 0);
 		return 1;
 	}
diff --git a/engines/got/game/special_tile.cpp b/engines/got/game/special_tile.cpp
index 092f5c555c6..d1b80109abc 100644
--- a/engines/got/game/special_tile.cpp
+++ b/engines/got/game/special_tile.cpp
@@ -51,7 +51,7 @@ int special_tile_thor(int x, int y, int icon) {
 			return 0;
 		}
 
-		if (_G(thor)->x > 300)
+		if (_G(thor)->_x > 300)
 			// Ending bridge
 			_G(end_tile) = true;
 		return 1;
@@ -74,25 +74,25 @@ int special_tile_thor(int x, int y, int icon) {
 				_G(slip_flag) = true;
 			return 1;
 		} else if (GAME3) {
-			if (_G(thor)->x < 4)
+			if (_G(thor)->_x < 4)
 				_G(end_tile) = true;
 			return 1;
 		}
 		return 0;
 	case 205:
-		if (!_G(diag) && _G(thor)->dir != 1)
+		if (!_G(diag) && _G(thor)->_dir != 1)
 			return 1;
 		break;
 	case 206:
-		if (!_G(diag) && _G(thor)->dir != 0)
+		if (!_G(diag) && _G(thor)->_dir != 0)
 			return 1;
 		break;
 	case 207:
-		if (!_G(diag) && _G(thor)->dir != 3)
+		if (!_G(diag) && _G(thor)->_dir != 3)
 			return 1;
 		break;
 	case 208:
-		if (!_G(diag) && _G(thor)->dir != 2)
+		if (!_G(diag) && _G(thor)->_dir != 2)
 			return 1;
 		break;
 	case 209:
@@ -104,7 +104,7 @@ int special_tile_thor(int x, int y, int icon) {
 			place_tile(y, x, 79);
 			_G(exit_flag) = 2;
 		} else if (GAME2) {
-			if (_G(thor)->dir == 0 && _G(setup).f29 && _G(setup).f21 && !_G(setup).f22) {
+			if (_G(thor)->_dir == 0 && _G(setup).f29 && _G(setup).f21 && !_G(setup).f22) {
 				actor_visible(1);
 				actor_visible(2);
 				actor_visible(3);
@@ -131,19 +131,19 @@ int special_tile_thor(int x, int y, int icon) {
 			cx = (_G(thor_x1) + 7) / 16;
 			cy = (_G(thor_real_y1) + 8) / 16;
 			if (_G(scrn).icon[cy][cx] == icon) {
-				_G(thor)->vunerable = STAMINA;
+				_G(thor)->_vulnerableCountdown = STAMINA;
 				play_sound(WOOP, false);
 
 				int nt = _G(scrn).new_level_loc[icon - 214];
 				int display_page = _G(pge);
 				int draw_page = _G(pge) ^ 1;
 
-				_G(thor)->last_x[display_page] = _G(thor)->x;
-				_G(thor)->last_y[display_page] = _G(thor)->y;
-				_G(thor)->x = (nt % 20) * 16;
-				_G(thor)->y = ((nt / 20) * 16) - 2;
-				_G(thor)->last_x[draw_page] = _G(thor)->x;
-				_G(thor)->last_y[draw_page] = _G(thor)->y;
+				_G(thor)->_lastX[display_page] = _G(thor)->_x;
+				_G(thor)->_lastY[display_page] = _G(thor)->_y;
+				_G(thor)->_x = (nt % 20) * 16;
+				_G(thor)->_y = ((nt / 20) * 16) - 2;
+				_G(thor)->_lastX[draw_page] = _G(thor)->_x;
+				_G(thor)->_lastY[draw_page] = _G(thor)->_y;
 				return 0;
 			}
 			return 1;
@@ -168,7 +168,7 @@ int special_tile_thor(int x, int y, int icon) {
 		cx = (_G(thor_x1) + 7) / 16;
 		cy = (_G(thor_real_y1) + 8) / 16;
 		if (_G(scrn).icon[cy][cx] == icon) {
-			_G(thor)->vunerable = STAMINA;
+			_G(thor)->_vulnerableCountdown = STAMINA;
 			if (icon < 224 && icon > 219)
 				play_sound(FALL, false);
 
@@ -183,22 +183,22 @@ int special_tile_thor(int x, int y, int icon) {
 			_G(warp_flag) = true;
 
 			if (_G(warp_scroll)) {
-				if (_G(thor)->dir == 0)
-					_G(thor)->y = 175;
-				else if (_G(thor)->dir == 1)
-					_G(thor)->y = 0;
-				else if (_G(thor)->dir == 2)
-					_G(thor)->x = 304;
-				else if (_G(thor)->dir == 3)
-					_G(thor)->x = 0;
+				if (_G(thor)->_dir == 0)
+					_G(thor)->_y = 175;
+				else if (_G(thor)->_dir == 1)
+					_G(thor)->_y = 0;
+				else if (_G(thor)->_dir == 2)
+					_G(thor)->_x = 304;
+				else if (_G(thor)->_dir == 3)
+					_G(thor)->_x = 0;
 			} else {
-				_G(thor)->x = (_G(new_level_tile) % 20) * 16;
-				_G(thor)->y = ((_G(new_level_tile) / 20) * 16) - 2;
+				_G(thor)->_x = (_G(new_level_tile) % 20) * 16;
+				_G(thor)->_y = ((_G(new_level_tile) / 20) * 16) - 2;
 			}
-			_G(thor)->last_x[0] = _G(thor)->x;
-			_G(thor)->last_x[1] = _G(thor)->x;
-			_G(thor)->last_y[0] = _G(thor)->y;
-			_G(thor)->last_y[1] = _G(thor)->y;
+			_G(thor)->_lastX[0] = _G(thor)->_x;
+			_G(thor)->_lastX[1] = _G(thor)->_x;
+			_G(thor)->_lastY[0] = _G(thor)->_y;
+			_G(thor)->_lastY[1] = _G(thor)->_y;
 			return 0;
 		}
 
@@ -231,7 +231,7 @@ int special_tile(ACTOR *actr, int x, int y, int icon) {
 	case 225:
 	case 226:
 	case 227:
-		if (!actr->flying)
+		if (!actr->_flying)
 			return 0;
 		return 1;
 	default:
diff --git a/engines/got/game/status.cpp b/engines/got/game/status.cpp
index 4a491815343..481078bccc4 100644
--- a/engines/got/game/status.cpp
+++ b/engines/got/game/status.cpp
@@ -38,9 +38,9 @@ void add_magic(int num) {
 }
 
 void add_health(int num) {
-	_G(thor)->health = CLIP(_G(thor)->health + num, 0, 150);
+	_G(thor)->_health = CLIP(_G(thor)->_health + num, 0, 150);
 
-	if (_G(thor)->health < 1)
+	if (_G(thor)->_health < 1)
 		g_events->send(GameMessage("THOR_DIES"));
 }
 
diff --git a/engines/got/gfx/image.cpp b/engines/got/gfx/image.cpp
index bd244c0c984..cf769204d70 100644
--- a/engines/got/gfx/image.cpp
+++ b/engines/got/gfx/image.cpp
@@ -41,50 +41,50 @@ static void createSurface(Graphics::ManagedSurface &s, const byte *src) {
 }
 
 void setup_actor(ACTOR *actr, char num, char dir, int x, int y) {
-	actr->next = 0; // Next frame to be shown
-	actr->frame_count = actr->frame_speed;
-	actr->dir = dir;      // Direction of travel
-	actr->last_dir = dir; // Last direction of travel
-	if (actr->directions == 1)
-		actr->dir = 0;
-	if (actr->directions == 2)
-		actr->dir &= 1;
-	if (actr->directions == 4 && actr->frames == 1) {
-		actr->dir = 0;
-		actr->next = dir;
+	actr->_nextFrame = 0; // Next frame to be shown
+	actr->_frameCount = actr->_frameSpeed;
+	actr->_dir = dir;      // Direction of travel
+	actr->_lastDir = dir; // Last direction of travel
+	if (actr->_directions == 1)
+		actr->_dir = 0;
+	if (actr->_directions == 2)
+		actr->_dir &= 1;
+	if (actr->_directions == 4 && actr->_framesPerDirection == 1) {
+		actr->_dir = 0;
+		actr->_nextFrame = dir;
 	}
 
-	actr->x = x;         // Actual X coor
-	actr->y = y;         // Actual Y coor
-	actr->width = 16;    // Actual X coor
-	actr->height = 16;   // Actual Y coor
-	actr->center = 0;    // Center of object
-	actr->last_x[0] = x; // Last X coor on each page
-	actr->last_x[1] = x;
-	actr->last_y[0] = y; // Last Y coor on each page
-	actr->last_y[1] = y;
-	actr->used = 1;            // 1=active, 0=not active
-	actr->speed_count = 8;     // Count down to movement
-	actr->vunerable = STAMINA; // Count down to vulnerability
-	actr->shot_cnt = 20;       // Count down to another shot
-	actr->num_shots = 0;       // # of shots currently on screen
-	actr->creator = 0;         // which actor # created this actor
-	actr->pause = 0;           // Pause must be 0 to move
-	actr->show = 0;
-	actr->actor_num = num;
-	actr->counter = 0;
-	actr->move_counter = 0;
-	actr->edge_counter = 20;
-	actr->hit_thor = 0;
-	actr->rand = g_engine->getRandomNumber(99);
-	actr->temp1 = 0;
-	actr->init_health = actr->health;
+	actr->_x = x;         // Actual X coor
+	actr->_y = y;         // Actual Y coor
+	actr->_width = 16;    // Actual X coor
+	actr->_height = 16;   // Actual Y coor
+	actr->_center = 0;    // Center of object
+	actr->_lastX[0] = x; // Last X coor on each page
+	actr->_lastX[1] = x;
+	actr->_lastY[0] = y; // Last Y coor on each page
+	actr->_lastY[1] = y;
+	actr->_active = 1;            // 1=active, 0=not active
+	actr->_moveCountdown = 8;     // Count down to movement
+	actr->_vulnerableCountdown = STAMINA; // Count down to vulnerability
+	actr->_shotCountdown = 20;       // Count down to another shot
+	actr->_currNumShots = 0;       // # of shots currently on screen
+	actr->_creator = 0;         // which actor # created this actor
+	actr->_unpauseCountdown = 0;           // Pause must be 0 to move
+	actr->_show = 0;
+	actr->_actorNum = num;
+	actr->_counter = 0;
+	actr->_moveCounter = 0;
+	actr->_edgeCounter = 20;
+	actr->_hitThor = 0;
+	actr->_rand = g_engine->getRandomNumber(99);
+	actr->_temp1 = 0;
+	actr->_initHealth = actr->_health;
 }
 
 void make_actor_surface(ACTOR *actr) {
-	assert(actr->directions <= 4 && actr->frames <= 4);
-	for (int d = 0; d < actr->directions; d++) {
-		for (int f = 0; f < actr->frames; f++) {
+	assert(actr->_directions <= 4 && actr->_framesPerDirection <= 4);
+	for (int d = 0; d < actr->_directions; d++) {
+		for (int f = 0; f < actr->_framesPerDirection; f++) {
 			Graphics::ManagedSurface &s = actr->pic[d][f];
 			const byte *src = &_G(tmp_buff[256 * ((d * 4) + f)]);
 			createSurface(s, src);
@@ -100,15 +100,15 @@ int load_standard_actors() {
 
 	make_actor_surface(&_G(actor[0]));
 
-	_G(thor_x1) = _G(thor)->x + 2;
-	_G(thor_y1) = _G(thor)->y + 2;
-	_G(thor_x2) = _G(thor)->x + 14;
-	_G(thor_y2) = _G(thor)->y + 14;
+	_G(thor_x1) = _G(thor)->_x + 2;
+	_G(thor_y1) = _G(thor)->_y + 2;
+	_G(thor_x2) = _G(thor)->_x + 14;
+	_G(thor_y2) = _G(thor)->_y + 14;
 
 	load_actor(0, 103 + _G(thor_info).armor); // Load hammer
 	_G(actor[1]).loadFixed(_G(tmp_buff) + 5120);
 	setup_actor(&_G(actor[1]), 1, 0, 100, 100);
-	_G(actor[1]).used = 0;
+	_G(actor[1])._active = 0;
 	_G(hammer) = &_G(actor[1]);
 
 	make_actor_surface(&_G(actor[1]));
@@ -117,14 +117,14 @@ int load_standard_actors() {
 	load_actor(0, 106);
 	_G(sparkle).loadFixed(_G(tmp_buff) + 5120);
 	setup_actor(&_G(sparkle), 20, 0, 100, 100);
-	_G(sparkle).used = 0;
+	_G(sparkle)._active = 0;
 	make_actor_surface(&_G(sparkle));
 
 	// Load explosion
 	load_actor(0, 107);
 	_G(explosion).loadFixed(_G(tmp_buff) + 5120);
 	setup_actor(&_G(explosion), 21, 0, 100, 100);
-	_G(explosion).used = 0;
+	_G(explosion)._active = 0;
 	make_actor_surface(&_G(explosion));
 
 	// Load tornado
@@ -133,7 +133,7 @@ int load_standard_actors() {
 	Common::copy(_G(tmp_buff), _G(tmp_buff) + 1024, _G(magic_pic[0]));
 
 	setup_actor(&_G(magic_item[0]), 20, 0, 0, 0);
-	_G(magic_item[0]).used = 0;
+	_G(magic_item[0])._active = 0;
 
 	// Load shield
 	load_actor(0, 109);
@@ -141,9 +141,9 @@ int load_standard_actors() {
 	Common::copy(_G(tmp_buff), _G(tmp_buff) + 1024, _G(magic_pic[1]));
 
 	setup_actor(&_G(magic_item[1]), 20, 0, 0, 0);
-	_G(magic_item[1]).used = 0;
+	_G(magic_item[1])._active = 0;
 
-	_G(actor[2]).used = 0;
+	_G(actor[2])._active = 0;
 
 	make_actor_surface(&_G(magic_item[0]));
 
@@ -151,34 +151,33 @@ int load_standard_actors() {
 }
 
 void show_enemies() {
-	int i, d, r;
+	for (int i = 3; i < MAX_ACTORS; i++)
+		_G(actor[i])._active = 0;
 
-	for (i = 3; i < MAX_ACTORS; i++)
-		_G(actor[i]).used = 0;
-	for (i = 0; i < MAX_ENEMIES; i++)
+	for (int i = 0; i < MAX_ENEMIES; i++)
 		_G(enemy_type[i]) = 0;
 
-	for (i = 0; i < MAX_ENEMIES; i++) {
+	for (int i = 0; i < MAX_ENEMIES; i++) {
 		if (_G(scrn).actor_type[i] > 0) {
-			r = load_enemy(_G(scrn).actor_type[i]);
+			int r = load_enemy(_G(scrn).actor_type[i]);
 			if (r >= 0) {
 				_G(actor[i + 3]) = _G(enemy[r]);
 
-				d = _G(scrn).actor_dir[i];
+				int d = _G(scrn).actor_dir[i];
 
 				setup_actor(&_G(actor[i + 3]), i + 3, d, (_G(scrn).actor_loc[i] % 20) * 16,
 							(_G(scrn).actor_loc[i] / 20) * 16);
-				_G(actor[i + 3]).init_dir = _G(scrn).actor_dir[i];
-				_G(actor[i + 3]).pass_value = _G(scrn).actor_value[i];
+				_G(actor[i + 3])._initDir = _G(scrn).actor_dir[i];
+				_G(actor[i + 3])._passValue = _G(scrn).actor_value[i];
 
-				if (_G(actor[i + 3]).move == 23) {
+				if (_G(actor[i + 3])._moveType == 23) {
 					// Spinball
-					if (_G(actor[i + 3]).pass_value & 1)
-						_G(actor[i + 3]).move = 24;
+					if (_G(actor[i + 3])._passValue & 1)
+						_G(actor[i + 3])._moveType = 24;
 				}
 
 				if (_G(scrn).actor_invis[i])
-					_G(actor[i + 3]).used = 0;
+					_G(actor[i + 3])._active = 0;
 			}
 
 			_G(etype[i]) = r;
@@ -187,9 +186,7 @@ void show_enemies() {
 }
 
 int load_enemy(int type) {
-	int i, e;
-
-	for (i = 0; i < MAX_ENEMIES; i++) {
+	for (int i = 0; i < MAX_ENEMIES; i++) {
 		if (_G(enemy_type[i]) == type)
 			return i;
 	}
@@ -198,8 +195,8 @@ int load_enemy(int type) {
 		return -1;
 	}
 
-	e = -1;
-	for (i = 0; i < MAX_ENEMIES; i++) {
+	int e = -1;
+	for (int i = 0; i < MAX_ENEMIES; i++) {
 		if (!_G(enemy_type[i])) {
 			e = i;
 			break;
@@ -213,18 +210,18 @@ int load_enemy(int type) {
 
 	make_actor_surface(&_G(enemy[e]));
 	_G(enemy_type[e]) = type;
-	_G(enemy[e]).shot_type = 0;
+	_G(enemy[e])._shotType = 0;
 
-	if (_G(enemy[e]).shots_allowed) {
-		_G(enemy[e]).shot_type = e + 1;
+	if (_G(enemy[e])._numShotsAllowed) {
+		_G(enemy[e])._shotType = e + 1;
 
 		// Set up shot info
 		_G(shot[e]).loadFixed(_G(tmp_buff) + 5160);
 
 		// Loop to set up graphics
-		for (int d = 0; d < _G(shot[e]).directions; d++) {
-			for (int f = 0; f < _G(shot[e]).frames; f++) {
-				if (_G(shot[e]).directions < _G(shot[e]).frames) {
+		for (int d = 0; d < _G(shot[e])._directions; d++) {
+			for (int f = 0; f < _G(shot[e])._framesPerDirection; f++) {
+				if (_G(shot[e])._directions < _G(shot[e])._framesPerDirection) {
 					Graphics::ManagedSurface &s = _G(shot[e]).pic[d][f];
 					const byte *src = &_G(tmp_buff[4096 + (256 * ((d * 4) + f))]);
 					createSurface(s, src);
@@ -244,14 +241,14 @@ int actor_visible(int invis_num) {
 	for (int i = 0; i < MAX_ENEMIES; i++) {
 		if (_G(scrn).actor_invis[i] == invis_num) {
 			int etype = _G(etype[i]);
-			if (etype >= 0 && !_G(actor[i + 3]).used) {
+			if (etype >= 0 && !_G(actor[i + 3])._active) {
 				_G(actor[i + 3]) = _G(enemy[etype]);
 
 				int d = _G(scrn).actor_dir[i];
 				setup_actor(&_G(actor[i + 3]), i + 3, d, (_G(scrn).actor_loc[i] % 20) * 16,
 							(_G(scrn).actor_loc[i] / 20) * 16);
-				_G(actor[i + 3]).init_dir = _G(scrn).actor_dir[i];
-				_G(actor[i + 3]).pass_value = _G(scrn).actor_value[i];
+				_G(actor[i + 3])._initDir = _G(scrn).actor_dir[i];
+				_G(actor[i + 3])._passValue = _G(scrn).actor_value[i];
 				return i;
 			}
 
diff --git a/engines/got/got.cpp b/engines/got/got.cpp
index bb8b66dce81..2da43feaa02 100644
--- a/engines/got/got.cpp
+++ b/engines/got/got.cpp
@@ -139,19 +139,19 @@ Common::Error GotEngine::syncGame(Common::Serializer &s) {
 void GotEngine::savegameLoaded() {
 	_G(current_area) = _G(thor_info).last_screen;
 
-	_G(thor)->x = (_G(thor_info).last_icon % 20) * 16;
-	_G(thor)->y = ((_G(thor_info).last_icon / 20) * 16) - 1;
-	if (_G(thor)->x < 1)
-		_G(thor)->x = 1;
-	if (_G(thor)->y < 0)
-		_G(thor)->y = 0;
-	_G(thor)->dir = _G(thor_info).last_dir;
-	_G(thor)->last_dir = _G(thor_info).last_dir;
-	_G(thor)->health = _G(thor_info).last_health;
-	_G(thor)->num_moves = 1;
-	_G(thor)->vunerable = 60;
-	_G(thor)->show = 60;
-	_G(thor)->speed_count = 6;
+	_G(thor)->_x = (_G(thor_info).last_icon % 20) * 16;
+	_G(thor)->_y = ((_G(thor_info).last_icon / 20) * 16) - 1;
+	if (_G(thor)->_x < 1)
+		_G(thor)->_x = 1;
+	if (_G(thor)->_y < 0)
+		_G(thor)->_y = 0;
+	_G(thor)->_dir = _G(thor_info).last_dir;
+	_G(thor)->_lastDir = _G(thor_info).last_dir;
+	_G(thor)->_health = _G(thor_info).last_health;
+	_G(thor)->_numMoves = 1;
+	_G(thor)->_vulnerableCountdown = 60;
+	_G(thor)->_show = 60;
+	_G(thor)->_moveCountdown = 6;
 	load_new_thor();
 
 	g_vars->resetEndgameFlags();
@@ -225,8 +225,8 @@ void GotEngine::pauseEngineIntern(bool pause) {
 	}
 
 	if (_G(shield_on)) {
-		_G(actor[2]).dead = 2;
-		_G(actor[2]).used = 0;
+		_G(actor[2])._dead = 2;
+		_G(actor[2])._active = 0;
 		_G(shield_on) = false;
 	}
 
diff --git a/engines/got/views/game_content.cpp b/engines/got/views/game_content.cpp
index c837a2f7f50..046c7b3cfbb 100644
--- a/engines/got/views/game_content.cpp
+++ b/engines/got/views/game_content.cpp
@@ -155,7 +155,7 @@ bool GameContent::tick() {
 		if (_deathCtr < DEATH_THRESHOLD) {
 			spinThor();
 		} else if (_deathCtr < DEATH_THRESHOLD + 60) {
-			_G(thor)->used = 0;
+			_G(thor)->_active = 0;
 			++_deathCtr;
 		} else {
 			thorDead();
@@ -177,8 +177,8 @@ bool GameContent::tick() {
 		if (--_pauseCtr <= 0) {
 			_pauseCtr = 2;
 
-			if (_G(thor)->health > 0) {
-				_G(thor)->health--;
+			if (_G(thor)->_health > 0) {
+				_G(thor)->_health--;
 				play_sound(WOOP, 1);
 				add_health(-1);
 				add_score(10);
@@ -254,12 +254,12 @@ void GameContent::drawActors(GfxSurface &s) {
 
 	for (int actor_num = 0; actor_num <= MAX_ACTORS;) {
 		// Check for blinking flag
-		if (actor_ptr->used && !(actor_ptr->show & 2)) {
-			actor_ptr->last_x[_G(pge)] = actor_ptr->x;
-			actor_ptr->last_y[_G(pge)] = actor_ptr->y;
+		if (actor_ptr->_active && !(actor_ptr->_show & 2)) {
+			actor_ptr->_lastX[_G(pge)] = actor_ptr->_x;
+			actor_ptr->_lastY[_G(pge)] = actor_ptr->_y;
 
-			const Graphics::ManagedSurface &frame = actor_ptr->pic[actor_ptr->dir][actor_ptr->frame_sequence[actor_ptr->next]];
-			s.simpleBlitFrom(frame, Common::Point(actor_ptr->x, actor_ptr->y));
+			const Graphics::ManagedSurface &frame = actor_ptr->pic[actor_ptr->_dir][actor_ptr->_frameSequence[actor_ptr->_nextFrame]];
+			s.simpleBlitFrom(frame, Common::Point(actor_ptr->_x, actor_ptr->_y));
 		}
 
 		// Move to the next actor
@@ -275,13 +275,13 @@ void GameContent::drawActors(GfxSurface &s) {
 	}
 
 	if (_G(gameMode) == MODE_THOR_DIES && _deathCtr >= DEATH_THRESHOLD)
-		s.simpleBlitFrom(_G(objects[10]), Common::Point(_G(thor)->x, _G(thor)->y));
+		s.simpleBlitFrom(_G(objects[10]), Common::Point(_G(thor)->_x, _G(thor)->_y));
 }
 
 void GameContent::drawBossHealth(GfxSurface &s) {
 	int c;
 
-	int health = _G(actor[3]).health;
+	int health = _G(actor[3])._health;
 
 	s.fillRect(Common::Rect(304, 2, 317, 81), 0);
 	s.fillRect(Common::Rect(305, 3, 316, 80), 28);
@@ -313,8 +313,8 @@ void GameContent::checkThunderShake() {
 		_G(thunder_flag--);
 		if ((_G(thunder_flag) < MAX_ACTORS) && _G(thunder_flag) > 2) {
 			int thunderFl = _G(thunder_flag);
-			if (_G(actor[thunderFl]).used) {
-				_G(actor[thunderFl]).vunerable = 0;
+			if (_G(actor[thunderFl])._active) {
+				_G(actor[thunderFl])._vulnerableCountdown = 0;
 				actor_damaged(&_G(actor[thunderFl]), 20);
 			}
 		}
@@ -353,13 +353,13 @@ void GameContent::checkForItem() {
 
 void GameContent::moveActors() {
 	for (int i = 0; i < MAX_ACTORS; i++) {
-		if (_G(actor[i]).used) {
+		if (_G(actor[i])._active) {
 			if (_G(hourglass_flag))
-				if ((i > 2) && (!_G(pge)) && (!(_G(actor[i]).magic_hurts & LIGHTNING_MAGIC)))
+				if ((i > 2) && (!_G(pge)) && (!(_G(actor[i])._magicHurts & LIGHTNING_MAGIC)))
 					continue;
 
-			_G(actor[i]).move_count = _G(actor[i]).num_moves;
-			while (_G(actor[i]).move_count--)
+			_G(actor[i])._moveCount = _G(actor[i])._numMoves;
+			while (_G(actor[i])._moveCount--)
 				move_actor(&_G(actor[i]));
 
 			if (i == 0)
@@ -371,16 +371,16 @@ void GameContent::moveActors() {
 	}
 
 	int thor_pos = _G(thor)->getPos();
-	_G(thor)->center_x = thor_pos % 20;
-	_G(thor)->center_y = thor_pos / 20;
+	_G(thor)->_centerX = thor_pos % 20;
+	_G(thor)->_centerY = thor_pos / 20;
 }
 
 void GameContent::updateActors() {
 	for (int i = 0; i < MAX_ACTORS; ++i) {
 		ACTOR *actor = &_G(actor[i]);
 
-		if (!actor->used && actor->dead > 0)
-			actor->dead--;
+		if (!actor->_active && actor->_dead > 0)
+			actor->_dead--;
 	}
 }
 
@@ -388,7 +388,7 @@ void GameContent::checkForBossDead() {
 	if (_G(boss_dead)) {
 		int loop;
 		for (loop = 3; loop < 7; loop++) {
-			if (_G(actor[loop]).used)
+			if (_G(actor[loop])._active)
 				break;
 		}
 
@@ -465,9 +465,9 @@ void GameContent::checkForAreaChange() {
 
 	} else if (_G(new_level) != _G(current_level)) {
 		// Area transition beginning
-		_G(thor)->show = 0;
-		_G(thor)->used = 0;
-		_G(hammer)->used = 0;
+		_G(thor)->_show = 0;
+		_G(thor)->_active = 0;
+		_G(hammer)->_active = 0;
 		_G(tornado_used) = false;
 
 		// Draws the old area without Thor, and then save a copy of it.
@@ -476,7 +476,7 @@ void GameContent::checkForAreaChange() {
 		_surface.copyFrom(getSurface());
 
 		// Set up new level
-		_G(thor)->used = 1;
+		_G(thor)->_active = 1;
 		show_level(_G(new_level));
 	}
 }
@@ -487,8 +487,8 @@ void GameContent::thorDies() {
 
 	// Stop any actors on-screen from moving
 	for (int li = 0; li < MAX_ACTORS; li++)
-		_G(actor[li]).show = 0;
-	_G(actor[2]).used = 0;
+		_G(actor[li])._show = 0;
+	_G(actor[2])._active = 0;
 
 	// Set the state for showing death animation
 	_G(gameMode) = MODE_THOR_DIES;
@@ -501,8 +501,8 @@ void GameContent::thorDies() {
 void GameContent::spinThor() {
 	static const byte DIRS[] = {0, 2, 1, 3};
 
-	_G(thor)->dir = DIRS[(_deathCtr / SPIN_INTERVAL) % 4];
-	_G(thor)->last_dir = DIRS[(_deathCtr / SPIN_INTERVAL) % 4];
+	_G(thor)->_dir = DIRS[(_deathCtr / SPIN_INTERVAL) % 4];
+	_G(thor)->_lastDir = DIRS[(_deathCtr / SPIN_INTERVAL) % 4];
 
 	++_deathCtr;
 }
@@ -512,19 +512,19 @@ void GameContent::thorDead() {
 	int ln = _G(thor_info).inventory;
 
 	_G(new_level) = _G(thor_info).last_screen;
-	_G(thor)->x = (_G(thor_info).last_icon % 20) * 16;
-	_G(thor)->y = ((_G(thor_info).last_icon / 20) * 16) - 1;
-	if (_G(thor)->x < 1)
-		_G(thor)->x = 1;
-	if (_G(thor)->y < 0)
-		_G(thor)->y = 0;
-	_G(thor)->last_x[0] = _G(thor)->x;
-	_G(thor)->last_x[1] = _G(thor)->x;
-	_G(thor)->last_y[0] = _G(thor)->y;
-	_G(thor)->last_y[1] = _G(thor)->y;
-	_G(thor)->dir = _G(thor_info).last_dir;
-	_G(thor)->last_dir = _G(thor_info).last_dir;
-	_G(thor)->health = _G(thor_info).last_health;
+	_G(thor)->_x = (_G(thor_info).last_icon % 20) * 16;
+	_G(thor)->_y = ((_G(thor_info).last_icon / 20) * 16) - 1;
+	if (_G(thor)->_x < 1)
+		_G(thor)->_x = 1;
+	if (_G(thor)->_y < 0)
+		_G(thor)->_y = 0;
+	_G(thor)->_lastX[0] = _G(thor)->_x;
+	_G(thor)->_lastX[1] = _G(thor)->_x;
+	_G(thor)->_lastY[0] = _G(thor)->_y;
+	_G(thor)->_lastY[1] = _G(thor)->_y;
+	_G(thor)->_dir = _G(thor_info).last_dir;
+	_G(thor)->_lastDir = _G(thor_info).last_dir;
+	_G(thor)->_health = _G(thor_info).last_health;
 	_G(thor_info).magic = _G(thor_info).last_magic;
 	_G(thor_info).jewels = _G(thor_info).last_jewels;
 	_G(thor_info).keys = _G(thor_info).last_keys;
@@ -541,9 +541,9 @@ void GameContent::thorDead() {
 
 	_G(setup) = _G(last_setup);
 
-	_G(thor)->num_moves = 1;
-	_G(thor)->vunerable = 60;
-	_G(thor)->show = 60;
+	_G(thor)->_numMoves = 1;
+	_G(thor)->_vulnerableCountdown = 60;
+	_G(thor)->_show = 60;
 	_G(hourglass_flag) = 0;
 	_G(apple_flag) = false;
 	_G(bomb_flag) = false;
@@ -552,10 +552,10 @@ void GameContent::thorDead() {
 	_G(tornado_used) = false;
 	_G(shield_on) = false;
 	music_resume();
-	_G(actor[1]).used = 0;
-	_G(actor[2]).used = 0;
-	_G(thor)->speed_count = 6;
-	_G(thor)->used = 1;
+	_G(actor[1])._active = 0;
+	_G(actor[2])._active = 0;
+	_G(thor)->_moveCountdown = 6;
+	_G(thor)->_active = 1;
 
 	// Load saved data for new level back into scrn
 	_G(scrn).load(_G(new_level));
@@ -569,7 +569,7 @@ void GameContent::thorDead() {
 
 void GameContent::checkForCheats() {
 	if (_G(cheats).freezeHealth)
-		_G(thor)->health = 150;
+		_G(thor)->_health = 150;
 	if (_G(cheats).freezeMagic)
 		_G(thor_info).magic = 150;
 	if (_G(cheats).freezeJewels)
@@ -647,15 +647,15 @@ void GameContent::throwLightning() {
 	_lightningCtr = 20;
 
 	for (int i = 0; i < MAX_ACTORS; i++)
-		_G(actor[i]).show = 0;
+		_G(actor[i])._show = 0;
 
 	play_sound(ELECTRIC, 1);
 }
 
 void GameContent::drawLightning(GfxSurface &s) {
 	for (int i = 0; i < 8; i++) {
-		_pixelX[i][0] = _G(thor)->x + 7;
-		_pixelY[i][0] = _G(thor)->y + 7;
+		_pixelX[i][0] = _G(thor)->_x + 7;
+		_pixelY[i][0] = _G(thor)->_y + 7;
 		_pixelC[i] = 14 + g_events->getRandomNumber(1);
 	}
 
@@ -669,19 +669,19 @@ void GameContent::drawLightning(GfxSurface &s) {
 void GameContent::lightningCountdownDone() {
 	_G(gameMode) = MODE_NORMAL;
 
-	int x = _G(thor)->x + 7;
-	int y = _G(thor)->y + 7;
+	int x = _G(thor)->_x + 7;
+	int y = _G(thor)->_y + 7;
 
 	for (int i = 3; i < MAX_ACTORS; i++) {
-		if (!_G(actor[i]).used)
+		if (!_G(actor[i])._active)
 			continue;
 
-		int ax = _G(actor[i]).x + (_G(actor[i]).size_x / 2);
-		int ay = _G(actor[i]).y + (_G(actor[i]).size_y / 2);
+		int ax = _G(actor[i])._x + (_G(actor[i])._sizeX / 2);
+		int ay = _G(actor[i])._y + (_G(actor[i])._sizeY / 2);
 
 		if ((ABS(ax - x) < 30) && (ABS(ay - y) < 30)) {
-			_G(actor[i]).magic_hit = 1;
-			_G(actor[i]).vunerable = 0;
+			_G(actor[i])._magicHit = 1;
+			_G(actor[i])._vulnerableCountdown = 0;
 			actor_damaged(&_G(actor[i]), 254);
 		}
 	}
diff --git a/engines/got/views/game_status.cpp b/engines/got/views/game_status.cpp
index e889412f0fb..d6a4cffbf62 100644
--- a/engines/got/views/game_status.cpp
+++ b/engines/got/views/game_status.cpp
@@ -46,7 +46,7 @@ void GameStatus::draw() {
 }
 
 void GameStatus::displayHealth(GfxSurface &s) {
-	int b = 59 + _G(thor)->health;
+	int b = 59 + _G(thor)->_health;
 
 	s.fillRect(Common::Rect(59, 8, b, 12), 32);
 	s.fillRect(Common::Rect(b, 8, 209, 12), STAT_COLOR);




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