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CCarAI + bugfixes
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@ -158,19 +158,16 @@ public:
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uint8 bIsDamaged : 1; // This vehicle has been damaged and is displaying all its components
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uint8 bHasBeenOwnedByPlayer : 1;// To work out whether stealing it is a crime
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uint8 bFadeOut : 1; // Fade vehicle out
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uint8 m_veh_flagC10 : 1;
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uint8 bIsBeingCarJacked : 1; // Fade vehicle out
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uint8 bCreateRoadBlockPeds : 1; // If this vehicle gets close enough we will create peds (coppers or gang members) round it
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uint8 bCanBeDamaged : 1; // Set to FALSE during cut scenes to avoid explosions
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uint8 bUsingSpecialColModel : 1;// Is player vehicle using special collision model, stored in player strucure
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uint8 m_veh_flagD1 : 1;
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uint8 m_veh_flagD2 : 1;
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uint8 bOccupantsHaveBeenGenerated : 1; // Is true if the occupants have already been generated. (Shouldn't happen again)
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uint8 bGunSwitchedOff : 1; // Level designers can use this to switch off guns on boats
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uint8 bVehicleColProcessed : 1;// Has ProcessEntityCollision been processed for this car?
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uint8 bIsCarParkVehicle : 1; // Car has been created using the special CAR_PARK script command
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uint8 bHasAlreadyBeenRecorded : 1; // Used for replays
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uint8 m_veh_flagD20 : 1;
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uint8 m_veh_flagD40 : 1;
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uint8 m_veh_flagD80 : 1;
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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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