CEntity done; C(Vu)Vector fixes and cleanup
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@@ -43,6 +43,7 @@ private:
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uint32 m_status : 5;
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public:
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// flagsA
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// LCS flagsB 02
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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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@@ -50,6 +51,7 @@ public:
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uint32 bPedPhysics : 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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// LCS flagsC
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uint32 bUseCollisionRecords : 1;
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// flagsB
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@@ -60,6 +62,7 @@ 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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// LCS flagsD
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uint32 bStreamBIGBuilding : 1; // set when draw dist <= 2000
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// flagsC
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@@ -70,6 +73,7 @@ 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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// LCS flagsE
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uint32 bRemoveFromWorld : 1; // remove this entity next time it should be processed
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// flagsD
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@@ -80,17 +84,24 @@ public:
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uint32 bDrawLast : 1; // draw object last
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uint32 bNoBrightHeadLights : 1;
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uint32 bDoNotRender : 1; //-- only applies to CObjects apparently
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// LCS flagsF
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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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uint32 bDontCastShadowsOn : 1; // Dont cast shadows on this object
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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 bDontStream : 1; // tell the streaming not to stream me
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uint32 bUnderwater : 1; // this object is underwater change drawing order
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uint32 bHasPreRenderEffects : 1; // Object has a prerender effects attached to it
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// LCS flagsG
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uint32 bIsTreeModel : 1;
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uint32 m_flagG2 : 1;
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uint32 m_flagG4 : 1;
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uint32 m_flagG8 : 1;
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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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@@ -118,6 +129,7 @@ public:
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virtual void Add(void);
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virtual void Remove(void);
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virtual bool UpdatesInCutscene(void) { return false; }
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virtual void SetModelIndex(uint32 id);
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virtual void SetModelIndexNoCreate(uint32 id);
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virtual void CreateRwObject(void);
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@@ -129,6 +141,7 @@ public:
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virtual void Teleport(CVector v) {}
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virtual void PreRender(void);
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virtual void Render(void);
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virtual void UpdateAnim(void);
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virtual bool SetupLighting(void);
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virtual void RemoveLighting(bool);
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virtual void FlagToDestroyWhenNextProcessed(void) {}
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@@ -148,11 +161,13 @@ public:
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return (RpClump*)m_rwObject;
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}
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void GetBoundCentre(CVector &out);
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void UpdateDistanceFade(void);
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void GetBoundCentre(CVUVECTOR &out);
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CVector GetBoundCentre(void);
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float GetBoundRadius(void);
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float GetDistanceFromCentreOfMassToBaseOfModel(void);
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bool GetIsTouching(CVector const ¢er, float r);
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bool GetIsTouching(CVUVECTOR const ¢er, float r);
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bool GetIsTouching(CEntity *other);
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bool GetIsOnScreen(void);
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bool GetIsOnScreenComplex(void);
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bool IsVisible(void);
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