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authorFire-Head <Fire-Head@users.noreply.github.com>2019-08-02 22:23:05 +0200
committerFire-Head <Fire-Head@users.noreply.github.com>2019-08-02 22:23:05 +0200
commit73e2a4b035e19ace0ad5c55c58a15ee1d8265fee (patch)
treeeafd98b48c650c84139804ca89259ae61e00e3ea /src/vehicles/Vehicle.h
parentfix (diff)
parentrestore original shadows fading (diff)
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Diffstat (limited to 'src/vehicles/Vehicle.h')
-rw-r--r--src/vehicles/Vehicle.h21
1 files changed, 13 insertions, 8 deletions
diff --git a/src/vehicles/Vehicle.h b/src/vehicles/Vehicle.h
index 38d411cd..262bd62c 100644
--- a/src/vehicles/Vehicle.h
+++ b/src/vehicles/Vehicle.h
@@ -59,6 +59,11 @@ enum
CAR_POS_EXHAUST = 9,
};
+enum
+{
+ BOAT_POS_FRONTSEAT
+};
+
enum eDoors
{
DOOR_BONNET = 0,
@@ -119,10 +124,10 @@ enum
enum tWheelState
{
- WHEEL_STATE_0 = 0,
- WHEEL_STATE_1 = 1, // constant velocity
- WHEEL_STATE_2 = 2, // normal
- WHEEL_STATE_STATIC = 3, // not moving
+ WHEEL_STATE_NORMAL, // standing still or rolling normally
+ WHEEL_STATE_SPINNING, // rotating but not moving
+ WHEEL_STATE_SKIDDING,
+ WHEEL_STATE_FIXED, // not rotating
};
enum eFlightModel
@@ -176,8 +181,8 @@ public:
uint8 bLowVehicle: 1; // Need this for sporty type cars to use low getting-in/out anims
uint8 bComedyControls : 1; // Will make the car hard to control (hopefully in a funny way)
uint8 bWarnedPeds : 1; // Has scan and warn peds of danger been processed?
- uint8 m_veh_flagB40 : 1;
- uint8 m_veh_flagB80 : 1;
+ uint8 bCraneMessageDone : 1; // A crane message has been printed for this car allready
+ uint8 bExtendedRange : 1; // This vehicle needs to be a bit further away to get deleted
uint8 bTakeLessDamage : 1; // This vehicle is stronger (takes about 1/4 of damage)
uint8 bIsDamaged : 1; // This vehicle has been damaged and is displaying all its components
@@ -186,7 +191,7 @@ public:
uint8 m_veh_flagC10 : 1;
uint8 m_veh_flagC20 : 1;
uint8 bCanBeDamaged : 1; // Set to FALSE during cut scenes to avoid explosions
- uint8 m_veh_flagC80 : 1;
+ uint8 bUsingSpecialColModel : 1;// Is player vehicle using special collision model, stored in player strucure
uint8 m_veh_flagD1 : 1;
uint8 m_veh_flagD2 : 1;
@@ -253,7 +258,7 @@ public:
virtual void BlowUpCar(CEntity *ent) {}
virtual bool SetUpWheelColModel(CColModel *colModel) { return false; }
virtual void BurstTyre(uint8 tyre) {}
- virtual bool IsRoomForPedToLeaveCar(uint32, CVector *) { return false;}
+ virtual bool IsRoomForPedToLeaveCar(uint32 component, CVector *forcedDoorPos) { return false;}
virtual float GetHeightAboveRoad(void);
virtual void PlayCarHorn(void) {}