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re3/src/objects/Object.h

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C
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#pragma once
#include "Physical.h"
enum {
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UNKNOWN_OBJECT = 0,
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GAME_OBJECT = 1,
MISSION_OBJECT = 2,
TEMP_OBJECT = 3,
CUTSCENE_OBJECT = 4,
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};
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enum CollisionSpecialResponseCase
{
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COLLRESPONSE_NONE,
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COLLRESPONSE_LAMPOST,
COLLRESPONSE_SMALLBOX,
COLLRESPONSE_BIGBOX,
COLLRESPONSE_FENCEPART,
COLLRESPONSE_UNKNOWN5
};
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enum CollisionDamageEffect
{
DAMAGE_EFFECT_NONE,
DAMAGE_EFFECT_CHANGE_MODEL,
DAMAGE_EFFECT_SPLIT_MODEL,
DAMAGE_EFFECT_SMASH_COMPLETELY,
DAMAGE_EFFECT_CHANGE_THEN_SMASH,
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DAMAGE_EFFECT_SMASH_CARDBOARD_COMPLETELY = 50,
DAMAGE_EFFECT_SMASH_WOODENBOX_COMPLETELY = 60,
DAMAGE_EFFECT_SMASH_TRAFFICCONE_COMPLETELY = 70,
DAMAGE_EFFECT_SMASH_BARPOST_COMPLETELY = 80
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};
class CVehicle;
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class CDummyObject;
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class CObject : public CPhysical
{
public:
CMatrix m_objectMatrix;
float m_fUprootLimit;
int8 ObjectCreatedBy;
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int8 bIsPickup : 1;
int8 bPickupObjWithMessage : 1;
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int8 bOutOfStock : 1;
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int8 bGlassCracked : 1;
int8 bGlassBroken : 1;
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int8 bHasBeenDamaged : 1;
int8 bUseVehicleColours : 1;
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int8 m_nBonusValue;
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float m_fCollisionDamageMultiplier;
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uint8 m_nCollisionDamageEffect;
uint8 m_nSpecialCollisionResponseCases;
bool m_bCameraToAvoidThisObject;
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// this batch is unused
int8 field_17B;
int8 field_17C;
int8 field_17D;
int8 field_17E;
int8 field_17F;
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uint32 m_nEndOfLifeTime;
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int16 m_nRefModelIndex;
CEntity *m_pCurSurface;
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CEntity *m_pCollidingEntity;
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int8 m_colour1, m_colour2;
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static int16 nNoTempObjects;
static int16 nBodyCastHealth;
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static void *operator new(size_t);
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static void *operator new(size_t, int);
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static void operator delete(void*, size_t);
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static void operator delete(void*, int);
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CObject(void);
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CObject(int32, bool);
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CObject(CDummyObject*);
~CObject(void);
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void ProcessControl(void);
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void Teleport(CVector vecPos);
void Render(void);
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bool SetupLighting(void);
void RemoveLighting(bool reset);
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void ObjectDamage(float amount);
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void RefModelInfo(int32 modelId);
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void Init(void);
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bool CanBeDeleted(void);
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static void DeleteAllMissionObjects();
static void DeleteAllTempObjects();
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static void DeleteAllTempObjectsInArea(CVector point, float fRadius);
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};
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VALIDATE_SIZE(CObject, 0x198);