CRenderer
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@@ -82,9 +82,13 @@ public:
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uint32 bDistanceFade : 1; // Fade entity because it is far away
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// flagsE
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uint32 m_flagE1 : 1;
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uint32 m_flagE2 : 1;
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// TODO(MIAMI)
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uint32 bOffscreen : 1; // offscreen flag. This can only be trusted when it is set to true
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uint32 bIsStaticWaitingForCollision : 1; // this is used by script created entities - they are static until the collision is loaded below them
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uint32 m_flagE10 : 1;
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uint32 m_flagE20 : 1;
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uint32 m_flagE40 : 1;
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uint16 m_scanCode;
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uint16 m_randomSeed;
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@@ -151,6 +155,8 @@ public:
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bool GetIsOnScreenComplex(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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// TODO(MIAMI):
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bool IsEntityOccluded(void) { return false; }
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int16 GetModelIndex(void) const { return m_modelIndex; }
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void UpdateRwFrame(void);
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void SetupBigBuilding(void);
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