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script stuff
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@ -74,6 +74,8 @@ CEntity::CEntity(void)
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bDistanceFade = false;
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m_flagE2 = false;
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m_bIsStaticWaitingForCollision = false;
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m_scanCode = 0;
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m_modelIndex = -1;
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m_rwObject = nil;
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@ -84,6 +84,7 @@ public:
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// flagsE
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uint32 m_flagE2 : 1;
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// TODO(MIAMI)
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uint32 m_bIsStaticWaitingForCollision : 1; // this is used by script created entities - they are static until the collision is loaded below them
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uint16 m_scanCode;
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uint16 m_randomSeed;
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@ -98,6 +99,7 @@ public:
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eEntityStatus GetStatus() const { return (eEntityStatus)m_status; }
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void SetStatus(eEntityStatus status) { m_status = status; }
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CColModel *GetColModel(void) { return CModelInfo::GetModelInfo(m_modelIndex)->GetColModel(); }
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bool IsStatic(void) { return bIsStatic && m_bIsStaticWaitingForCollision; }
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#ifdef COMPATIBLE_SAVES
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void SaveEntityFlags(uint8*& buf);
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void LoadEntityFlags(uint8*& buf);
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