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-rw-r--r--src/vehicles/Vehicle.h11
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;