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more PS2 stuff; memory movement done
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@ -63,9 +63,9 @@ public:
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bool DoesOwnColModel(void) { return m_bOwnsColModel; }
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void DeleteCollisionModel(void);
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void ClearTexDictionary(void) { m_txdSlot = -1; }
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short GetObjectID(void) { return m_objectId; }
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int16 GetObjectID(void) { return m_objectId; }
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void SetObjectID(int16 id) { m_objectId = id; }
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short GetTxdSlot(void) { return m_txdSlot; }
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int16 GetTxdSlot(void) { return m_txdSlot; }
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void AddRef(void);
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void RemoveRef(void);
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void SetTexDictionary(const char *name);
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@ -11,6 +11,18 @@ public:
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float m_lodDistances[3];
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uint8 m_numAtomics;
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uint8 m_alpha;
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/* // For reference, PS2 has:
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uint8 m_firstDamaged;
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uint8 m_normalCull : 1;
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uint8 m_isDamaged : 1;
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uint8 m_isBigBuilding : 1;
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uint8 m_noFade : 1;
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uint8 m_drawLast : 1;
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uint8 m_additive : 1;
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uint8 m_isSubway : 1;
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uint8 m_ignoreLight : 1;
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// m_noZwrite is missing because not needed
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*/
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uint16 m_firstDamaged : 2; // 0: no damage model
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// 1: 1 and 2 are damage models
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// 2: 2 is damage model
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