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https://github.com/halpz/re3.git
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@ -312,7 +312,7 @@ CAutomobile::ProcessControl(void)
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CVisibilityPlugins::SetClumpAlpha((RpClump*)m_rwObject, clumpAlpha);
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AutoPilot.m_flag1 = false;
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AutoPilot.m_flag2 = false;
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AutoPilot.m_bSlowedDownBecauseOfPeds = false;
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// Set Center of Mass to make car more stable
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if(strongGrip1 || bCheat3)
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@ -3930,7 +3930,7 @@ CAutomobile::PlayCarHorn(void)
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void
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CAutomobile::PlayHornIfNecessary(void)
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{
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if(AutoPilot.m_flag2 ||
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if(AutoPilot.m_bSlowedDownBecauseOfPeds ||
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AutoPilot.m_flag1)
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if(!HasCarStoppedBecauseOfLight())
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PlayCarHorn();
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@ -60,7 +60,7 @@ CVehicle::CVehicle(uint8 CreatedBy)
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pPassengers[i] = nil;
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m_nBombTimer = 0;
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m_pBlowUpEntity = nil;
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field_1FB = 0;
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m_nPacManPickupsCarried = 0;
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bComedyControls = false;
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bCraneMessageDone = false;
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bExtendedRange = false;
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@ -71,7 +71,7 @@ CVehicle::CVehicle(uint8 CreatedBy)
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m_nTimeOfDeath = 0;
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m_pCarFire = nil;
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bHasBeenOwnedByPlayer = false;
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m_veh_flagC20 = false;
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bCreateRoadBlockPeds = false;
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bCanBeDamaged = true;
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bUsingSpecialColModel = false;
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m_veh_flagD1 = false;
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@ -102,7 +102,7 @@ CVehicle::CVehicle(uint8 CreatedBy)
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m_aCollPolys[0].valid = false;
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m_aCollPolys[1].valid = false;
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AutoPilot.m_nCarMission = MISSION_NONE;
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AutoPilot.m_nAnimationId = TEMPACT_NONE;
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AutoPilot.m_nTempAction = TEMPACT_NONE;
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AutoPilot.m_nTimeToStartMission = CTimer::GetTimeInMilliseconds();
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AutoPilot.m_flag4 = false;
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AutoPilot.m_flag10 = false;
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@ -159,7 +159,7 @@ public:
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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 m_veh_flagC20 : 1;
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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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@ -174,8 +174,9 @@ public:
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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 field_1FB;
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int8 field_1FC[4];
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int8 m_nPacManPickupsCarried;
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uint8 m_nRoadblockType;
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int16 m_nRoadblockNode;
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float m_fHealth; // 1000.0f = full health. 250.0f = fire. 0 -> explode
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uint8 m_nCurrentGear;
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int8 field_205[3];
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