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@ -40,25 +40,25 @@ public:
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uint32 m_status : 5;
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// flagsA
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uint32 bUsesCollision : 1;
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uint32 bCollisionProcessed : 1;
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uint32 bIsStatic : 1;
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uint32 bHasContacted : 1;
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uint32 bUsesCollision : 1; // does entity use collision
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uint32 bCollisionProcessed : 1; // has object been processed by a ProcessEntityCollision function
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uint32 bIsStatic : 1; // is entity static
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uint32 bHasContacted : 1; // has entity processed some contact forces
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uint32 bPedPhysics : 1;
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uint32 bIsStuck : 1;
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uint32 bIsInSafePosition : 1;
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uint32 bIsStuck : 1; // is entity stuck
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uint32 bIsInSafePosition : 1; // is entity in a collision free safe position
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uint32 bUseCollisionRecords : 1;
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// flagsB
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uint32 bWasPostponed : 1;
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uint32 bWasPostponed : 1; // was entity control processing postponed
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uint32 bExplosionProof : 1;
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uint32 bIsVisible : 1;
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uint32 bHasCollided : 1; //
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uint32 bIsVisible : 1; //is the entity visible
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uint32 bHasCollided : 1;
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uint32 bRenderScorched : 1;
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uint32 bHasBlip : 1;
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uint32 bIsBIGBuilding : 1;
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uint32 bIsBIGBuilding : 1; // Set if this entity is a big building
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// VC inserts one more flag here: if drawdist <= 2000
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uint32 bRenderDamaged : 1;
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uint32 bRenderDamaged : 1; // use damaged LOD models for objects with applicable damage
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// flagsC
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uint32 bBulletProof : 1;
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@ -66,22 +66,22 @@ public:
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uint32 bCollisionProof : 1;
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uint32 bMeleeProof : 1;
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uint32 bOnlyDamagedByPlayer : 1;
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uint32 bStreamingDontDelete : 1;
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uint32 bStreamingDontDelete : 1; // Dont let the streaming remove this
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uint32 bZoneCulled : 1;
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uint32 bZoneCulled2 : 1; // only treadables+10m
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uint32 bZoneCulled2 : 1; // only treadables+10m
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// flagsD
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uint32 bRemoveFromWorld : 1;
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uint32 bHasHitWall : 1;
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uint32 bImBeingRendered : 1;
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uint32 bRemoveFromWorld : 1; // remove this entity next time it should be processed
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uint32 bHasHitWall : 1; // has collided with a building (changes subsequent collisions)
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uint32 bImBeingRendered : 1; // don't delete me because I'm being rendered
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uint32 bTouchingWater : 1; // used by cBuoyancy::ProcessBuoyancy
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uint32 bIsSubway : 1; // set when subway, but maybe different meaning?
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uint32 bDrawLast : 1;
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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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// flagsE
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uint32 bDistanceFade : 1;
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uint32 bDistanceFade : 1; // Fade entity because it is far away
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uint32 m_flagE2 : 1;
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uint16 m_scanCode;
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@ -36,7 +36,7 @@ CPhysical::CPhysical(void)
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for(i = 0; i < 6; i++)
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m_aCollisionRecords[i] = nil;
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field_EF = false;
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m_bIsVehicleBeingShifted = false;
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m_nDamagePieceType = 0;
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m_fDamageImpulse = 0.0f;
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@ -63,7 +63,7 @@ CPhysical::CPhysical(void)
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m_phy_flagA10 = false;
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m_phy_flagA20 = false;
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m_nZoneLevel = 0;
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m_nZoneLevel = LEVEL_NONE;
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}
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CPhysical::~CPhysical(void)
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@ -1771,13 +1771,13 @@ CPhysical::ProcessShift(void)
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CWorld::AdvanceCurrentScanCode();
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if(IsVehicle())
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field_EF = true;
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m_bIsVehicleBeingShifted = true;
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CEntryInfoNode *node;
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bool hasshifted = false; // whatever that means...
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for(node = m_entryInfoList.first; node; node = node->next)
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hasshifted |= ProcessShiftSectorList(node->sector->m_lists);
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field_EF = false;
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m_bIsVehicleBeingShifted = false;
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if(hasshifted){
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CWorld::AdvanceCurrentScanCode();
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for(node = m_entryInfoList.first; node; node = node->next)
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@ -1803,7 +1803,7 @@ CPhysical::ProcessCollision(void)
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CPed *ped = (CPed*)this;
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m_fDistanceTravelled = 0.0f;
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field_EF = 0;
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m_bIsVehicleBeingShifted = false;
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m_phy_flagA80 = false;
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if(!bUsesCollision){
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@ -1916,7 +1916,7 @@ CPhysical::ProcessCollision(void)
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ApplyMoveSpeed();
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ApplyTurnSpeed();
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GetMatrix().Reorthogonalise();
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field_EF = 0;
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m_bIsVehicleBeingShifted = false;
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m_phy_flagA80 = false;
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if(!m_vecMoveSpeed.IsZero() ||
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!m_vecTurnSpeed.IsZero() ||
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@ -40,7 +40,7 @@ public:
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char field_EC;
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uint8 m_nStaticFrames;
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uint8 m_nCollisionRecords;
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bool field_EF;
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bool m_bIsVehicleBeingShifted;
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CEntity *m_aCollisionRecords[PHYSICAL_MAX_COLLISIONRECORDS];
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float m_fDistanceTravelled;
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@ -55,8 +55,8 @@ public:
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uint8 bAffectedByGravity : 1;
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uint8 bInfiniteMass : 1;
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uint8 bIsInWater : 1;
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uint8 m_phy_flagA10 : 1;
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uint8 m_phy_flagA20 : 1;
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uint8 m_phy_flagA10 : 1; // unused
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uint8 m_phy_flagA20 : 1; // unused
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uint8 bHitByTrain : 1;
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uint8 m_phy_flagA80 : 1;
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