diff options
Diffstat (limited to 'src/vehicles/Vehicle.h')
-rw-r--r-- | src/vehicles/Vehicle.h | 11 |
1 files changed, 4 insertions, 7 deletions
diff --git a/src/vehicles/Vehicle.h b/src/vehicles/Vehicle.h index 5eec0d23..ffc2ca45 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) @@ -269,7 +266,7 @@ public: bool ShufflePassengersToMakeSpace(void); bool IsAlarmOn(void) { return m_nAlarmState != 0 && m_nAlarmState != -1; } - bool IsWrecked(void) { return !this || m_status == STATUS_WRECKED; } + bool IsWrecked(void) { return m_status == STATUS_WRECKED; } CVehicleModelInfo* GetModelInfo() { return (CVehicleModelInfo*)CModelInfo::GetModelInfo(GetModelIndex()); } static bool &bWheelsOnlyCheat; |