Struct cleanup, various fixes, enable PS2 rand
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@@ -40,25 +40,25 @@ public:
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uint32 m_status : 5;
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// flagsA
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uint32 bUsesCollision : 1;
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uint32 bCollisionProcessed : 1;
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uint32 bIsStatic : 1;
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uint32 bHasContacted : 1;
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uint32 bUsesCollision : 1; // does entity use collision
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uint32 bCollisionProcessed : 1; // has object been processed by a ProcessEntityCollision function
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uint32 bIsStatic : 1; // is entity static
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uint32 bHasContacted : 1; // has entity processed some contact forces
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uint32 bPedPhysics : 1;
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uint32 bIsStuck : 1;
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uint32 bIsInSafePosition : 1;
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uint32 bIsStuck : 1; // is entity stuck
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uint32 bIsInSafePosition : 1; // is entity in a collision free safe position
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uint32 bUseCollisionRecords : 1;
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// flagsB
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uint32 bWasPostponed : 1;
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uint32 bWasPostponed : 1; // was entity control processing postponed
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uint32 bExplosionProof : 1;
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uint32 bIsVisible : 1;
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uint32 bHasCollided : 1; //
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uint32 bIsVisible : 1; //is the entity visible
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uint32 bHasCollided : 1;
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uint32 bRenderScorched : 1;
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uint32 bHasBlip : 1;
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uint32 bIsBIGBuilding : 1;
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uint32 bIsBIGBuilding : 1; // Set if this entity is a big building
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// VC inserts one more flag here: if drawdist <= 2000
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uint32 bRenderDamaged : 1;
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uint32 bRenderDamaged : 1; // use damaged LOD models for objects with applicable damage
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// flagsC
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uint32 bBulletProof : 1;
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@@ -66,22 +66,22 @@ public:
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uint32 bCollisionProof : 1;
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uint32 bMeleeProof : 1;
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uint32 bOnlyDamagedByPlayer : 1;
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uint32 bStreamingDontDelete : 1;
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uint32 bStreamingDontDelete : 1; // Dont let the streaming remove this
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uint32 bZoneCulled : 1;
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uint32 bZoneCulled2 : 1; // only treadables+10m
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uint32 bZoneCulled2 : 1; // only treadables+10m
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// flagsD
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uint32 bRemoveFromWorld : 1;
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uint32 bHasHitWall : 1;
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uint32 bImBeingRendered : 1;
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uint32 bRemoveFromWorld : 1; // remove this entity next time it should be processed
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uint32 bHasHitWall : 1; // has collided with a building (changes subsequent collisions)
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uint32 bImBeingRendered : 1; // don't delete me because I'm being rendered
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uint32 bTouchingWater : 1; // used by cBuoyancy::ProcessBuoyancy
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uint32 bIsSubway : 1; // set when subway, but maybe different meaning?
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uint32 bDrawLast : 1;
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uint32 bDrawLast : 1; // draw object last
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uint32 bNoBrightHeadLights : 1;
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uint32 bDoNotRender : 1;
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// flagsE
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uint32 bDistanceFade : 1;
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uint32 bDistanceFade : 1; // Fade entity because it is far away
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uint32 m_flagE2 : 1;
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uint16 m_scanCode;
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