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author | aap <aap@papnet.eu> | 2020-05-11 17:03:32 +0200 |
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committer | aap <aap@papnet.eu> | 2020-05-11 17:03:44 +0200 |
commit | d4250fc2c7e382b095a4ae09daae4ee3beb65527 (patch) | |
tree | c2cf6c78147b1fc49c0a7ff2860eee616e8852d1 /src/entities/Entity.h | |
parent | little fix for cam (diff) | |
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Diffstat (limited to '')
-rw-r--r-- | src/entities/Entity.h | 8 |
1 files changed, 7 insertions, 1 deletions
diff --git a/src/entities/Entity.h b/src/entities/Entity.h index 2e2c64c0..b8f8c80c 100644 --- a/src/entities/Entity.h +++ b/src/entities/Entity.h @@ -82,9 +82,13 @@ public: uint32 bDistanceFade : 1; // Fade entity because it is far away // flagsE + uint32 m_flagE1 : 1; uint32 m_flagE2 : 1; - // TODO(MIAMI) + uint32 bOffscreen : 1; // offscreen flag. This can only be trusted when it is set to true uint32 bIsStaticWaitingForCollision : 1; // this is used by script created entities - they are static until the collision is loaded below them + uint32 m_flagE10 : 1; + uint32 m_flagE20 : 1; + uint32 m_flagE40 : 1; uint16 m_scanCode; uint16 m_randomSeed; @@ -151,6 +155,8 @@ public: bool GetIsOnScreenComplex(void); bool IsVisible(void) { return m_rwObject && bIsVisible && GetIsOnScreen(); } bool IsVisibleComplex(void) { return m_rwObject && bIsVisible && GetIsOnScreenComplex(); } +// TODO(MIAMI): + bool IsEntityOccluded(void) { return false; } int16 GetModelIndex(void) const { return m_modelIndex; } void UpdateRwFrame(void); void SetupBigBuilding(void); |