implemented most of streamed collisions and big buildings
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@@ -59,7 +59,9 @@ public:
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uint32 bRenderScorched : 1;
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uint32 bHasBlip : 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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#ifdef MIAMI
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uint32 bStreamBIGBuilding : 1; // set when draw dist <= 2000
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#endif
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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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@@ -69,8 +71,10 @@ public:
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uint32 bMeleeProof : 1;
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uint32 bOnlyDamagedByPlayer : 1;
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uint32 bStreamingDontDelete : 1; // Dont let the streaming remove this
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#ifdef GTA_ZONECULL
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uint32 bZoneCulled : 1;
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uint32 bZoneCulled2 : 1; // only treadables+10m
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#endif
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// flagsD
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uint32 bRemoveFromWorld : 1; // remove this entity next time it should be processed
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@@ -89,7 +93,12 @@ public:
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uint16 m_scanCode;
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uint16 m_randomSeed;
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int16 m_modelIndex;
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#ifndef MIAMI
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uint16 m_level; // int16
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#else
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int8 m_level;
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int8 m_area;
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#endif
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CReference *m_pFirstReference;
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public:
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@@ -147,6 +156,7 @@ public:
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bool GetIsTouching(CVector const ¢er, float r);
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bool GetIsOnScreen(void);
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bool GetIsOnScreenComplex(void);
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bool GetIsOnScreenAndNotCulled(void);
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bool IsVisible(void) { return m_rwObject && bIsVisible && GetIsOnScreen(); }
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bool IsVisibleComplex(void) { return m_rwObject && bIsVisible && GetIsOnScreenComplex(); }
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int GetModelIndex(void) { return m_modelIndex; }
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