cleaned up MIAMI ifdefs

This commit is contained in:
aap
2020-05-05 18:06:38 +02:00
parent 2c0b82ec1a
commit e81652c2fc
46 changed files with 95 additions and 2006 deletions

View File

@@ -59,25 +59,19 @@ public:
uint32 bRenderScorched : 1;
uint32 bHasBlip : 1;
uint32 bIsBIGBuilding : 1; // Set if this entity is a big building
#ifdef MIAMI
uint32 bStreamBIGBuilding : 1; // set when draw dist <= 2000
#endif
uint32 bRenderDamaged : 1; // use damaged LOD models for objects with applicable damage
// 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
#ifdef GTA_ZONECULL
uint32 bZoneCulled : 1;
uint32 bZoneCulled2 : 1; // only treadables+10m
#endif
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
@@ -85,20 +79,17 @@ public:
uint32 bDrawLast : 1; // draw object last
uint32 bNoBrightHeadLights : 1;
uint32 bDoNotRender : 1;
uint32 bDistanceFade : 1; // Fade entity because it is far away
// flagsE
uint32 bDistanceFade : 1; // Fade entity because it is far away
uint32 m_flagE2 : 1;
// TODO(MIAMI)
uint16 m_scanCode;
uint16 m_randomSeed;
int16 m_modelIndex;
#ifndef MIAMI
uint16 m_level; // int16
#else
int8 m_level;
int8 m_area;
#endif
CReference *m_pFirstReference;
public:
@@ -156,7 +147,6 @@ public:
bool GetIsTouching(CVector const &center, float r);
bool GetIsOnScreen(void);
bool GetIsOnScreenComplex(void);
bool GetIsOnScreenAndNotCulled(void);
bool IsVisible(void) { return m_rwObject && bIsVisible && GetIsOnScreen(); }
bool IsVisibleComplex(void) { return m_rwObject && bIsVisible && GetIsOnScreenComplex(); }
int16 GetModelIndex(void) const { return m_modelIndex; }