CCarAI + bugfixes

This commit is contained in:
Nikolay Korolev
2019-10-11 00:02:55 +03:00
parent 80a74d2e77
commit 803412f33b
6 changed files with 226 additions and 41 deletions

View File

@ -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)