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author | erorcun <erayorcunus@gmail.com> | 2019-10-11 01:39:16 +0200 |
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committer | GitHub <noreply@github.com> | 2019-10-11 01:39:16 +0200 |
commit | f70c2ad54fe98bf569aad4b4561d5e7c3bfd96d6 (patch) | |
tree | 687759bef2587f3c98b6eb8052a2def168794b8f /src/vehicles/Vehicle.h | |
parent | Merge pull request #229 from Sergeanur/SaveLoadTemplates (diff) | |
parent | CCarAI + bugfixes (diff) | |
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Diffstat (limited to 'src/vehicles/Vehicle.h')
-rw-r--r-- | src/vehicles/Vehicle.h | 9 |
1 files changed, 3 insertions, 6 deletions
diff --git a/src/vehicles/Vehicle.h b/src/vehicles/Vehicle.h index 5eec0d23..db0485a9 100644 --- a/src/vehicles/Vehicle.h +++ b/src/vehicles/Vehicle.h @@ -158,19 +158,16 @@ public: uint8 bIsDamaged : 1; // This vehicle has been damaged and is displaying all its components uint8 bHasBeenOwnedByPlayer : 1;// To work out whether stealing it is a crime uint8 bFadeOut : 1; // Fade vehicle out - uint8 m_veh_flagC10 : 1; + uint8 bIsBeingCarJacked : 1; // Fade vehicle out uint8 bCreateRoadBlockPeds : 1; // If this vehicle gets close enough we will create peds (coppers or gang members) round it uint8 bCanBeDamaged : 1; // Set to FALSE during cut scenes to avoid explosions uint8 bUsingSpecialColModel : 1;// Is player vehicle using special collision model, stored in player strucure - uint8 m_veh_flagD1 : 1; - uint8 m_veh_flagD2 : 1; + uint8 bOccupantsHaveBeenGenerated : 1; // Is true if the occupants have already been generated. (Shouldn't happen again) + uint8 bGunSwitchedOff : 1; // Level designers can use this to switch off guns on boats uint8 bVehicleColProcessed : 1;// Has ProcessEntityCollision been processed for this car? uint8 bIsCarParkVehicle : 1; // Car has been created using the special CAR_PARK script command uint8 bHasAlreadyBeenRecorded : 1; // Used for replays - uint8 m_veh_flagD20 : 1; - uint8 m_veh_flagD40 : 1; - uint8 m_veh_flagD80 : 1; int8 m_numPedsUseItAsCover; uint8 m_nAmmoInClip; // Used to make the guns on boat do a reload (20 by default) |