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-rw-r--r--src/entities/Entity.h18
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 &center, 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; }