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authorNikolay Korolev <nickvnuk@gmail.com>2019-10-11 00:02:55 +0300
committerNikolay Korolev <nickvnuk@gmail.com>2019-10-11 00:02:55 +0300
commit803412f33bd046ca228dd43788ba0048cc446066 (patch)
treeadf459b3ee690ec17eb73571b48fd0be3a603210 /src/vehicles
parent80a74d2e77b5ea0af4f81217e0b41800e2dabb52 (diff)
CCarAI + bugfixes
Diffstat (limited to 'src/vehicles')
-rw-r--r--src/vehicles/Vehicle.cpp6
-rw-r--r--src/vehicles/Vehicle.h9
2 files changed, 6 insertions, 9 deletions
diff --git a/src/vehicles/Vehicle.cpp b/src/vehicles/Vehicle.cpp
index e33d848c..7229992d 100644
--- a/src/vehicles/Vehicle.cpp
+++ b/src/vehicles/Vehicle.cpp
@@ -68,15 +68,15 @@ CVehicle::CVehicle(uint8 CreatedBy)
bTakeLessDamage = false;
bIsDamaged = false;
bFadeOut = false;
- m_veh_flagC10 = false;
+ bIsBeingCarJacked = false;
m_nTimeOfDeath = 0;
m_pCarFire = nil;
bHasBeenOwnedByPlayer = false;
bCreateRoadBlockPeds = false;
bCanBeDamaged = true;
bUsingSpecialColModel = false;
- m_veh_flagD1 = false;
- m_veh_flagD2 = false;
+ bOccupantsHaveBeenGenerated = false;
+ bGunSwitchedOff = false;
m_nGunFiringTime = 0;
m_nTimeBlocked = 0;
bLightsOn = false;
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)