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https://github.com/halpz/re3.git
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implemented most of streamed collisions and big buildings
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@ -4,7 +4,7 @@
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#define MAX_MODEL_NAME (24)
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enum ModeInfoType : uint8
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enum ModelInfoType : uint8
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{
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MITYPE_NA = 0,
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MITYPE_SIMPLE = 1,
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@ -15,7 +15,7 @@ enum ModeInfoType : uint8
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MITYPE_PED = 6,
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MITYPE_XTRACOMPS = 7,
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};
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static_assert(sizeof(ModeInfoType) == 1, "ModeInfoType: error");
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static_assert(sizeof(ModelInfoType) == 1, "ModeInfoType: error");
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class C2dEffect;
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@ -30,11 +30,11 @@ protected:
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public:
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uint16 m_refCount;
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int16 m_txdSlot;
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ModeInfoType m_type;
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ModelInfoType m_type;
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uint8 m_num2dEffects;
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bool m_freeCol;
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bool m_bOwnsColModel;
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CBaseModelInfo(ModeInfoType type);
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CBaseModelInfo(ModelInfoType type);
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virtual ~CBaseModelInfo() {}
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virtual void Shutdown(void);
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virtual void DeleteRwObject(void) = 0;
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@ -48,8 +48,8 @@ public:
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}
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char *GetName(void) { return m_name; }
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void SetName(const char *name) { strncpy(m_name, name, 24); }
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void SetColModel(CColModel *col, bool free = false){
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m_colModel = col; m_freeCol = free; }
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void SetColModel(CColModel *col, bool owns = false){
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m_colModel = col; m_bOwnsColModel = owns; }
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CColModel *GetColModel(void) { return m_colModel; }
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void DeleteCollisionModel(void);
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void ClearTexDictionary(void) { m_txdSlot = -1; }
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