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authorerorcun <erayorcunus@gmail.com>2019-10-11 02:39:16 +0300
committerGitHub <noreply@github.com>2019-10-11 02:39:16 +0300
commitf70c2ad54fe98bf569aad4b4561d5e7c3bfd96d6 (patch)
tree687759bef2587f3c98b6eb8052a2def168794b8f /src/vehicles
parent0408b30a9ffba583f0437c294a98a2cecef74e1d (diff)
parent803412f33bd046ca228dd43788ba0048cc446066 (diff)
Merge pull request #230 from Nick007J/master
CCarAI, CCurves, CAutoPilot
Diffstat (limited to 'src/vehicles')
-rw-r--r--src/vehicles/Vehicle.cpp8
-rw-r--r--src/vehicles/Vehicle.h9
2 files changed, 7 insertions, 10 deletions
diff --git a/src/vehicles/Vehicle.cpp b/src/vehicles/Vehicle.cpp
index 8abba646..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;
@@ -105,7 +105,7 @@ CVehicle::CVehicle(uint8 CreatedBy)
AutoPilot.m_nTempAction = TEMPACT_NONE;
AutoPilot.m_nTimeToStartMission = CTimer::GetTimeInMilliseconds();
AutoPilot.m_bStayInCurrentLevel = false;
- AutoPilot.m_flag10 = false;
+ AutoPilot.m_bIgnorePathfinding = false;
}
CVehicle::~CVehicle()
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)