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-rw-r--r--src/entities/Entity.h34
1 files changed, 22 insertions, 12 deletions
diff --git a/src/entities/Entity.h b/src/entities/Entity.h
index eca462cd..f506017a 100644
--- a/src/entities/Entity.h
+++ b/src/entities/Entity.h
@@ -30,6 +30,7 @@ enum eEntityStatus : uint8
STATUS_PLANE,
STATUS_PLAYER_REMOTE,
STATUS_PLAYER_DISABLED,
+ STATUS_12, // TODO: what is this? used in CPhysical::ApplyAirResistance
};
class CEntity : public CPlaceable
@@ -59,36 +60,42 @@ 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
uint32 bIsSubway : 1; // set when subway, but maybe different meaning?
uint32 bDrawLast : 1; // draw object last
uint32 bNoBrightHeadLights : 1;
- uint32 bDoNotRender : 1;
+ uint32 bDoNotRender : 1; //-- only applies to CObjects apparently
+ uint32 bDistanceFade : 1; // Fade entity because it is far away
// flagsE
- uint32 bDistanceFade : 1; // Fade entity because it is far away
+ uint32 m_flagE1 : 1;
uint32 m_flagE2 : 1;
+ 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 bDontStream : 1; // tell the streaming not to stream me
+ uint32 bUnderwater : 1; // this object is underwater change drawing order
+ uint32 bHasPreRenderEffects : 1; // Object has a prerender effects attached to it
uint16 m_scanCode;
uint16 m_randomSeed;
int16 m_modelIndex;
- uint16 m_level; // int16
+ int8 m_level;
+ int8 m_area;
CReference *m_pFirstReference;
public:
@@ -97,7 +104,7 @@ public:
eEntityStatus GetStatus() const { return (eEntityStatus)m_status; }
void SetStatus(eEntityStatus status) { m_status = status; }
CColModel *GetColModel(void) { return CModelInfo::GetModelInfo(m_modelIndex)->GetColModel(); }
- bool IsStatic(void) { return bIsStatic; }
+ bool IsStatic(void) { return bIsStatic || bIsStaticWaitingForCollision; }
#ifdef COMPATIBLE_SAVES
void SaveEntityFlags(uint8*& buf);
void LoadEntityFlags(uint8*& buf);
@@ -106,12 +113,12 @@ public:
#endif
CEntity(void);
- ~CEntity(void);
+ virtual ~CEntity(void);
virtual void Add(void);
virtual void Remove(void);
- virtual void SetModelIndex(uint32 id) { m_modelIndex = id; CreateRwObject(); }
- virtual void SetModelIndexNoCreate(uint32 id) { m_modelIndex = id; }
+ virtual void SetModelIndex(uint32 id);
+ virtual void SetModelIndexNoCreate(uint32 id);
virtual void CreateRwObject(void);
virtual void DeleteRwObject(void);
virtual CRect GetBoundRect(void);
@@ -149,9 +156,12 @@ 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);
+ bool HasPreRenderEffects(void);
void AttachToRwObject(RwObject *obj);
void DetachFromRwObject(void);
@@ -173,4 +183,4 @@ public:
static void AddSteamsFromGround(CPtrList& list);
};
-VALIDATE_SIZE(CEntity, 0x64);
+bool IsEntityPointerValid(CEntity*);