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CEntity and friends
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@@ -78,7 +78,7 @@ public:
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uint32 bIsSubway : 1; // set when subway, but maybe different meaning?
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uint32 bDrawLast : 1; // draw object last
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uint32 bNoBrightHeadLights : 1;
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uint32 bDoNotRender : 1;
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uint32 bDoNotRender : 1; //-- only applies to CObjects apparently
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uint32 bDistanceFade : 1; // Fade entity because it is far away
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// flagsE
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@@ -88,7 +88,7 @@ public:
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uint32 bIsStaticWaitingForCollision : 1; // this is used by script created entities - they are static until the collision is loaded below them
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uint32 m_flagE10 : 1; // probably bDontStream
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uint32 bUnderwater : 1; // this object is underwater change drawing order
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uint32 m_flagE40 : 1;
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uint32 bHasPreRenderEffects : 1; // Object has a prerender effects attached to it
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uint16 m_scanCode;
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uint16 m_randomSeed;
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@@ -112,12 +112,12 @@ public:
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#endif
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CEntity(void);
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~CEntity(void);
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virtual ~CEntity(void);
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virtual void Add(void);
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virtual void Remove(void);
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virtual void SetModelIndex(uint32 id) { m_modelIndex = id; CreateRwObject(); }
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virtual void SetModelIndexNoCreate(uint32 id) { m_modelIndex = id; }
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virtual void SetModelIndex(uint32 id);
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virtual void SetModelIndexNoCreate(uint32 id);
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virtual void CreateRwObject(void);
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virtual void DeleteRwObject(void);
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virtual CRect GetBoundRect(void);
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@@ -160,6 +160,7 @@ public:
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int16 GetModelIndex(void) const { return m_modelIndex; }
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void UpdateRwFrame(void);
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void SetupBigBuilding(void);
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bool HasPreRenderEffects(void);
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void AttachToRwObject(RwObject *obj);
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void DetachFromRwObject(void);
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