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some CAutomobile
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@ -81,7 +81,7 @@ CEntity::CEntity(void)
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m_flagE2 = false;
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bOffscreen = false;
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bIsStaticWaitingForCollision = false;
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m_flagE10 = false;
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bDontStream = false;
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bUnderwater = false;
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bHasPreRenderEffects = false;
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@ -1083,7 +1083,7 @@ CEntity::SaveEntityFlags(uint8*& buf)
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if (m_flagE2) tmp |= BIT(9);
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if (bOffscreen) tmp |= BIT(10);
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if (bIsStaticWaitingForCollision) tmp |= BIT(11);
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if (m_flagE10) tmp |= BIT(12);
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if (bDontStream) tmp |= BIT(12);
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if (bUnderwater) tmp |= BIT(13);
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if (bHasPreRenderEffects) tmp |= BIT(14);
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@ -1139,7 +1139,7 @@ CEntity::LoadEntityFlags(uint8*& buf)
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m_flagE2 = !!(tmp & BIT(9));
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bOffscreen = !!(tmp & BIT(10));
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bIsStaticWaitingForCollision = !!(tmp & BIT(11));
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m_flagE10 = !!(tmp & BIT(12));
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bDontStream = !!(tmp & BIT(12));
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bUnderwater = !!(tmp & BIT(13));
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bHasPreRenderEffects = !!(tmp & BIT(14));
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}
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@ -87,7 +87,7 @@ public:
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uint32 m_flagE2 : 1;
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uint32 bOffscreen : 1; // offscreen flag. This can only be trusted when it is set to true
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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 bDontStream : 1; // tell the streaming not to stream me
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uint32 bUnderwater : 1; // this object is underwater change drawing order
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uint32 bHasPreRenderEffects : 1; // Object has a prerender effects attached to it
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