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-rw-r--r--src/entities/Entity.h13
1 files changed, 7 insertions, 6 deletions
diff --git a/src/entities/Entity.h b/src/entities/Entity.h
index 330fde69..aecb1bc0 100644
--- a/src/entities/Entity.h
+++ b/src/entities/Entity.h
@@ -59,20 +59,19 @@ public:
uint32 bRenderScorched : 1;
uint32 bHasBlip : 1;
uint32 bIsBIGBuilding : 1; // Set if this entity is a big building
- uint32 bRenderDamaged : 1; // use damaged LOD models for objects with applicable damage
+ uint32 bStreamBIGBuilding : 1; // set when draw dist <= 2000
// 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
- uint32 bZoneCulled : 1;
- uint32 bZoneCulled2 : 1; // only treadables+10m
+ 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
@@ -80,15 +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;
- uint16 m_level; // int16
+ int8 m_level;
+ int8 m_area;
CReference *m_pFirstReference;
public: