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-rw-r--r--src/entities/Entity.h43
1 files changed, 25 insertions, 18 deletions
diff --git a/src/entities/Entity.h b/src/entities/Entity.h
index ca501ba4..ee9e6490 100644
--- a/src/entities/Entity.h
+++ b/src/entities/Entity.h
@@ -4,6 +4,7 @@
#include "Placeable.h"
struct CReference;
+class CPtrList;
enum eEntityType
{
@@ -39,25 +40,25 @@ public:
uint32 m_status : 5;
// flagsA
- uint32 bUsesCollision : 1;
- uint32 bCollisionProcessed : 1;
- uint32 bIsStatic : 1;
- uint32 bHasContacted : 1;
+ uint32 bUsesCollision : 1; // does entity use collision
+ uint32 bCollisionProcessed : 1; // has object been processed by a ProcessEntityCollision function
+ uint32 bIsStatic : 1; // is entity static
+ uint32 bHasContacted : 1; // has entity processed some contact forces
uint32 bPedPhysics : 1;
- uint32 bIsStuck : 1;
- uint32 bIsInSafePosition : 1;
+ uint32 bIsStuck : 1; // is entity stuck
+ uint32 bIsInSafePosition : 1; // is entity in a collision free safe position
uint32 bUseCollisionRecords : 1;
// flagsB
- uint32 bWasPostponed : 1;
+ uint32 bWasPostponed : 1; // was entity control processing postponed
uint32 bExplosionProof : 1;
- uint32 bIsVisible : 1;
- uint32 bHasCollided : 1; //
+ uint32 bIsVisible : 1; //is the entity visible
+ uint32 bHasCollided : 1;
uint32 bRenderScorched : 1;
uint32 bHasBlip : 1;
- uint32 bIsBIGBuilding : 1;
+ uint32 bIsBIGBuilding : 1; // Set if this entity is a big building
// VC inserts one more flag here: if drawdist <= 2000
- uint32 bRenderDamaged : 1;
+ uint32 bRenderDamaged : 1; // use damaged LOD models for objects with applicable damage
// flagsC
uint32 bBulletProof : 1;
@@ -65,22 +66,22 @@ public:
uint32 bCollisionProof : 1;
uint32 bMeleeProof : 1;
uint32 bOnlyDamagedByPlayer : 1;
- uint32 bStreamingDontDelete : 1;
+ uint32 bStreamingDontDelete : 1; // Dont let the streaming remove this
uint32 bZoneCulled : 1;
- uint32 bZoneCulled2 : 1; // only treadables+10m
+ uint32 bZoneCulled2 : 1; // only treadables+10m
// flagsD
- uint32 bRemoveFromWorld : 1;
- uint32 bHasHitWall : 1;
- uint32 bImBeingRendered : 1;
+ 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
uint32 bIsSubway : 1; // set when subway, but maybe different meaning?
- uint32 bDrawLast : 1;
+ uint32 bDrawLast : 1; // draw object last
uint32 bNoBrightHeadLights : 1;
uint32 bDoNotRender : 1;
// flagsE
- uint32 bDistanceFade : 1;
+ uint32 bDistanceFade : 1; // Fade entity because it is far away
uint32 m_flagE2 : 1;
uint16 m_scanCode;
@@ -147,10 +148,16 @@ public:
void ResolveReferences(void);
void PruneReferences(void);
+#ifdef PED_SKIN
+ void UpdateRpHAnim(void);
+#endif
+
void PreRenderForGlassWindow(void);
void AddSteamsFromGround(CVector *unused);
void ModifyMatrixForTreeInWind(void);
void ModifyMatrixForBannerInWind(void);
void ProcessLightsForEntity(void);
+
+ static void AddSteamsFromGround(CPtrList& list);
};
static_assert(sizeof(CEntity) == 0x64, "CEntity: error");