Reorder CEntity functions into their original order

This commit is contained in:
Sergeanur
2020-12-29 13:55:26 +02:00
parent 06df781bca
commit b9e97ab79d
9 changed files with 814 additions and 775 deletions

File diff suppressed because it is too large Load Diff

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@ -130,7 +130,7 @@ public:
virtual void PreRender(void);
virtual void Render(void);
virtual bool SetupLighting(void);
virtual void RemoveLighting(bool) {}
virtual void RemoveLighting(bool);
virtual void FlagToDestroyWhenNextProcessed(void) {}
bool IsBuilding(void) { return m_type == ENTITY_TYPE_BUILDING; }
@ -149,14 +149,14 @@ public:
}
void GetBoundCentre(CVector &out);
CVector GetBoundCentre(void) { CVector v; GetBoundCentre(v); return v; }
float GetBoundRadius(void) { return CModelInfo::GetModelInfo(m_modelIndex)->GetColModel()->boundingSphere.radius; }
float GetDistanceFromCentreOfMassToBaseOfModel(void) { return -CModelInfo::GetModelInfo(m_modelIndex)->GetColModel()->boundingBox.min.z; }
CVector GetBoundCentre(void);
float GetBoundRadius(void);
float GetDistanceFromCentreOfMassToBaseOfModel(void);
bool GetIsTouching(CVector const &center, float r);
bool GetIsOnScreen(void);
bool GetIsOnScreenComplex(void);
bool IsVisible(void) { return m_rwObject && bIsVisible && GetIsOnScreen(); }
bool IsVisibleComplex(void) { return m_rwObject && bIsVisible && GetIsOnScreenComplex(); }
bool IsVisible(void);
bool IsVisibleComplex(void);
bool IsEntityOccluded(void);
int16 GetModelIndex(void) const { return m_modelIndex; }
void UpdateRwFrame(void);
@ -179,8 +179,6 @@ public:
void ModifyMatrixForBannerInWind(void);
void ProcessLightsForEntity(void);
void SetRwObjectAlpha(int32 alpha);
static void AddSteamsFromGround(CPtrList& list);
};
bool IsEntityPointerValid(CEntity*);