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authorNikolay Korolev <nickvnuk@gmail.com>2020-05-11 20:05:01 +0200
committerNikolay Korolev <nickvnuk@gmail.com>2020-05-11 20:05:01 +0200
commit5f5babe7fe1330bfc2a4f420f7531c06d5af4795 (patch)
treec53d63372761cfa31bd56a90a3c5db025c3c35e8 /src/entities/Entity.h
parentgarages + script (diff)
parentCRenderer (diff)
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Diffstat (limited to 'src/entities/Entity.h')
-rw-r--r--src/entities/Entity.h8
1 files changed, 7 insertions, 1 deletions
diff --git a/src/entities/Entity.h b/src/entities/Entity.h
index 2e2c64c0..b8f8c80c 100644
--- a/src/entities/Entity.h
+++ b/src/entities/Entity.h
@@ -82,9 +82,13 @@ public:
uint32 bDistanceFade : 1; // Fade entity because it is far away
// flagsE
+ uint32 m_flagE1 : 1;
uint32 m_flagE2 : 1;
- // TODO(MIAMI)
+ uint32 bOffscreen : 1; // offscreen flag. This can only be trusted when it is set to true
uint32 bIsStaticWaitingForCollision : 1; // this is used by script created entities - they are static until the collision is loaded below them
+ uint32 m_flagE10 : 1;
+ uint32 m_flagE20 : 1;
+ uint32 m_flagE40 : 1;
uint16 m_scanCode;
uint16 m_randomSeed;
@@ -151,6 +155,8 @@ public:
bool GetIsOnScreenComplex(void);
bool IsVisible(void) { return m_rwObject && bIsVisible && GetIsOnScreen(); }
bool IsVisibleComplex(void) { return m_rwObject && bIsVisible && GetIsOnScreenComplex(); }
+// TODO(MIAMI):
+ bool IsEntityOccluded(void) { return false; }
int16 GetModelIndex(void) const { return m_modelIndex; }
void UpdateRwFrame(void);
void SetupBigBuilding(void);