summaryrefslogtreecommitdiffstats
path: root/src/peds/Ped.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'src/peds/Ped.cpp')
-rw-r--r--src/peds/Ped.cpp11
1 files changed, 6 insertions, 5 deletions
diff --git a/src/peds/Ped.cpp b/src/peds/Ped.cpp
index 5f010b20..5ca9a030 100644
--- a/src/peds/Ped.cpp
+++ b/src/peds/Ped.cpp
@@ -500,7 +500,7 @@ CPed::CPed(uint32 pedType) : m_pedIK(this)
m_ped_flagG4 = false;
bStartWanderPathOnFoot = false;
m_ped_flagG10 = false;
- m_ped_flagG20 = false;
+ bBusJacked = false;
m_ped_flagG40 = false;
bFadeOut = false;
@@ -509,7 +509,7 @@ CPed::CPed(uint32 pedType) : m_pedIK(this)
m_ped_flagH4 = false;
bClearObjective = false;
m_ped_flagH10 = false;
- m_ped_flagH20 = false;
+ bCollidedWithMyVehicle = false;
m_ped_flagH40 = false;
m_ped_flagH80 = false;
@@ -8872,7 +8872,7 @@ CPed::ProcessControl(void)
if (m_fHealth <= 1.0f && m_nPedState <= PED_STATES_NO_AI && !bIsInTheAir && !bIsLanding)
SetDie(ANIM_KO_SHOT_FRONT1, 4.0f, 0.0f);
- m_ped_flagH20 = false;
+ bCollidedWithMyVehicle = false;
CEntity *collidingEnt = m_pDamageEntity;
if (!bUsesCollision || m_fDamageImpulse <= 0.0f || m_nPedState == PED_DIE || !collidingEnt) {
@@ -9100,7 +9100,7 @@ CPed::ProcessControl(void)
float collidingVehSpeedSqr = collidingVeh->m_vecMoveSpeed.MagnitudeSqr();
if (collidingVeh == m_pMyVehicle)
- m_ped_flagH20 = true;
+ bCollidedWithMyVehicle = true;
if (collidingVehSpeedSqr <= 1.0f / 400.0f) {
if (!IsPedInControl()
@@ -10219,7 +10219,7 @@ CPed::PedAnimGetInCB(CAnimBlendAssociation *animAssoc, void *arg)
veh->bIsHandbrakeOn = true;
veh->m_status = STATUS_PLAYER_DISABLED;
}
- driver->m_ped_flagG20 = true;
+ driver->bBusJacked = true;
veh->m_veh_flagC10 = false;
PedSetInCarCB(nil, ped);
if (ped->m_nPedType == PEDTYPE_COP
@@ -10456,6 +10456,7 @@ CPed::PedAnimStepOutCarCB(CAnimBlendAssociation* animAssoc, void* arg)
}
if (ped->m_ped_flagE80 || ped->m_ped_flagG40) {
+ // POTENTIAL BUG? Why DOOR_FRONT_LEFT instead of door variable? or vice versa?
if (!veh->IsDoorMissing(door))
((CAutomobile*)veh)->Damage.SetDoorStatus(DOOR_FRONT_LEFT, DOOR_STATUS_SWINGING);
} else {