diff --git a/source/graphics/ObjectBase.cpp b/source/graphics/ObjectBase.cpp index e866a319e2..f5ae7dcffa 100644 --- a/source/graphics/ObjectBase.cpp +++ b/source/graphics/ObjectBase.cpp @@ -34,8 +34,7 @@ CObjectBase::CObjectBase(CObjectManager& objectManager) : m_ObjectManager(objectManager) { - m_Properties.m_CastShadows = true; - m_Properties.m_AutoFlatten = false; + m_Properties.m_CastShadows = false; m_Properties.m_FloatOnWater = false; } @@ -245,7 +244,7 @@ bool CObjectBase::Load(const VfsPath& pathname) } else if (child_name == el_castshadow) { - m_Properties.m_CastShadows = true; // TODO: this is the default, so it's a bit useless + m_Properties.m_CastShadows = true; } else if (child_name == el_float) { diff --git a/source/graphics/ObjectBase.h b/source/graphics/ObjectBase.h index 89a772b2ef..d3d376d787 100644 --- a/source/graphics/ObjectBase.h +++ b/source/graphics/ObjectBase.h @@ -143,8 +143,6 @@ public: CStrW m_ShortName; struct { - // automatically flatten terrain when applying object - bool m_AutoFlatten; // cast shadows from this object bool m_CastShadows; // float on top of water