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@ -134,6 +134,8 @@ CBike::CBike(int32 id, uint8 CreatedBy)
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bIsOnFire = false;
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bWheelieCam = false;
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bFixedColour = false; // <- figure out actual place (TODO)
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m_fTireTemperature = 1.0f;
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m_fBrakeDestabilization = 0.0f;
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m_fVelocityChangeForAudio = 0;
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@ -75,6 +75,7 @@ public:
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uint8 bExtraSpeed : 1; // leaning forward
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uint8 bIsOnFire : 1;
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uint8 bWheelieCam : 1;
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uint8 bFixedColour : 1; // <- figure out its actual place (TODO)
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int16 m_doingBurnout;
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float m_fTireTemperature;
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float m_fBrakeDestabilization;
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@ -133,6 +133,7 @@ CVehicle::CVehicle(uint8 CreatedBy)
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bCreatedAsPoliceVehicle = false;
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bRestingOnPhysical = false;
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bParking = false;
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m_bGarageTurnedLightsOff = false;
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bCanPark = CGeneral::GetRandomNumberInRange(0.0f, 1.0f) < 0.0f; // never true. probably doesn't work very well
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bIsVan = false;
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bIsBus = false;
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@ -240,17 +240,17 @@ public:
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uint8 bRestingOnPhysical : 1; // Dont go static cause car is sitting on a physical object that might get removed
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uint8 bParking : 1;
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uint8 bCanPark : 1;
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#if (!defined GTA_PS2 || defined FIX_BUGS)
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#if (!defined GTA_PS2 || defined FIX_BUGS) // <- I think this can be moved back to CAutomobile?
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uint8 m_bombType : 3;
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#endif
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uint8 bDriverLastFrame : 1;
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uint8 bAllowGarageToStore : 1; // <- many LCS flags before
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uint8 bRewardVehicle : 1; // 25B_40
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int8 m_numPedsUseItAsCover;
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uint8 m_nAmmoInClip; // Used to make the guns on boat do a reload (20 by default)
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int8 m_nPacManPickupsCarried;
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uint8 m_nRoadblockType;
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bool m_bGarageTurnedLightsOff;
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float m_fHealth; // 1000.0f = full health. 250.0f = fire. 0 -> explode
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float m_fEngineEnergy; // TODO(LCS): better name. it adds up acceleration force, so possibly kinetic energy??
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uint8 m_nCurrentGear;
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