diff options
Diffstat (limited to '')
-rw-r--r-- | src/entities/Entity.h | 18 |
1 files changed, 4 insertions, 14 deletions
diff --git a/src/entities/Entity.h b/src/entities/Entity.h index 49c6932c..0534de27 100644 --- a/src/entities/Entity.h +++ b/src/entities/Entity.h @@ -59,25 +59,19 @@ public: uint32 bRenderScorched : 1; uint32 bHasBlip : 1; uint32 bIsBIGBuilding : 1; // Set if this entity is a big building -#ifdef MIAMI uint32 bStreamBIGBuilding : 1; // set when draw dist <= 2000 -#endif - uint32 bRenderDamaged : 1; // use damaged LOD models for objects with applicable damage // flagsC + uint32 bRenderDamaged : 1; // use damaged LOD models for objects with applicable damage uint32 bBulletProof : 1; uint32 bFireProof : 1; uint32 bCollisionProof : 1; uint32 bMeleeProof : 1; uint32 bOnlyDamagedByPlayer : 1; uint32 bStreamingDontDelete : 1; // Dont let the streaming remove this -#ifdef GTA_ZONECULL - uint32 bZoneCulled : 1; - uint32 bZoneCulled2 : 1; // only treadables+10m -#endif + uint32 bRemoveFromWorld : 1; // remove this entity next time it should be processed // flagsD - uint32 bRemoveFromWorld : 1; // remove this entity next time it should be processed uint32 bHasHitWall : 1; // has collided with a building (changes subsequent collisions) uint32 bImBeingRendered : 1; // don't delete me because I'm being rendered uint32 bTouchingWater : 1; // used by cBuoyancy::ProcessBuoyancy @@ -85,20 +79,17 @@ public: uint32 bDrawLast : 1; // draw object last uint32 bNoBrightHeadLights : 1; uint32 bDoNotRender : 1; + uint32 bDistanceFade : 1; // Fade entity because it is far away // flagsE - uint32 bDistanceFade : 1; // Fade entity because it is far away uint32 m_flagE2 : 1; + // TODO(MIAMI) uint16 m_scanCode; uint16 m_randomSeed; int16 m_modelIndex; -#ifndef MIAMI - uint16 m_level; // int16 -#else int8 m_level; int8 m_area; -#endif CReference *m_pFirstReference; public: @@ -156,7 +147,6 @@ public: bool GetIsTouching(CVector const ¢er, float r); bool GetIsOnScreen(void); bool GetIsOnScreenComplex(void); - bool GetIsOnScreenAndNotCulled(void); bool IsVisible(void) { return m_rwObject && bIsVisible && GetIsOnScreen(); } bool IsVisibleComplex(void) { return m_rwObject && bIsVisible && GetIsOnScreenComplex(); } int16 GetModelIndex(void) const { return m_modelIndex; } |