#pragma once #include "Physical.h" enum { GAME_OBJECT = 1, MISSION_OBJECT = 2, TEMP_OBJECT = 3, CUTSCENE_OBJECT = 4, }; class CVehicle; class CObject : public CPhysical { public: CMatrix m_objectMatrix; float m_fUprootLimit; int8 ObjectCreatedBy; int8 m_obj_flag1 : 1; int8 m_obj_flag2 : 1; int8 m_obj_flag4 : 1; int8 m_obj_flag8 : 1; int8 m_obj_flag10 : 1; int8 bHasBeenDamaged : 1; int8 bUseVehicleColours : 1; int8 m_obj_flag80 : 1; int8 field_172; int8 field_173; float m_fCollisionDamageMultiplier; int8 m_nCollisionDamageEffect; int8 m_bSpecialCollisionResponseCases; int8 m_bCameraToAvoidThisObject; int8 field_17B; int8 field_17C; int8 field_17D; int8 field_17E; int8 field_17F; int32 m_nEndOfLifeTime; int16 m_nRefModelIndex; int8 field_186; int8 field_187; CEntity *m_pCurSurface; CEntity *m_pCollidingEntity; int8 m_colour1, m_colour2; static int16 &nNoTempObjects; static void *operator new(size_t); static void operator delete(void*, size_t); CObject(void); ~CObject(void); void Render(void); void ObjectDamage(float amount); void Render_(void) { CObject::Render(); } }; static_assert(sizeof(CObject) == 0x198, "CObject: error");