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-rw-r--r--src/peds/Ped.h18
1 files changed, 9 insertions, 9 deletions
diff --git a/src/peds/Ped.h b/src/peds/Ped.h
index 42d2335e..49803418 100644
--- a/src/peds/Ped.h
+++ b/src/peds/Ped.h
@@ -317,7 +317,7 @@ public:
uint8 bChangedSeat : 1;
uint8 bUpdateAnimHeading : 1;
uint8 bBodyPartJustCameOff : 1;
- uint8 m_ped_flagC40 : 1;
+ uint8 bIsShooting : 1;
uint8 bFindNewNodeAfterStateRestore : 1;
uint8 bHasACamera : 1; // does ped possess a camera to document accidents involves fire/explosion
@@ -339,16 +339,16 @@ public:
uint8 bFleeAfterExitingCar : 1;
uint8 bWanderPathAfterExitingCar : 1;
- uint8 m_ped_flagF2 : 1;
- uint8 m_ped_flagF4 : 1; // Unfinished feature from VC, probably bDontDragMeOutCar
+ uint8 bIsLeader : 1;
+ uint8 bDontDragMeOutCar : 1;
uint8 m_ped_flagF8 : 1;
uint8 bWillBeQuickJacked : 1;
uint8 bCancelEnteringCar : 1; // after door is opened or couldn't be opened due to it's locked
uint8 bObstacleShowedUpDuringKillObjective : 1;
uint8 bDuckAndCover : 1;
- uint8 bStillOnValidPoly : 1;
- uint8 m_ped_flagG2 : 1;
+ uint8 bStillOnValidPoly : 1; // set if the polygon the ped is on is still valid for collision
+ uint8 bAllowMedicsToReviveMe : 1;
uint8 bResetWalkAnims : 1;
uint8 bStartWanderPathOnFoot : 1; // exits the car if he's in it, reset after path found
uint8 bOnBoat : 1; // not just driver, may be just standing
@@ -358,12 +358,12 @@ public:
uint8 m_ped_flagH1 : 1;
uint8 bHitSteepSlope : 1; // has ped collided/is standing on a steep slope (surface type)
- uint8 m_ped_flagH4 : 1;
+ uint8 bCullExtraFarAway : 1; // special ped only gets culled if it's extra far away (for roadblocks)
uint8 bClearObjective : 1;
- uint8 bTryingToReachDryLand : 1;
+ uint8 bTryingToReachDryLand : 1; // has ped just exited boat and trying to get to dry land
uint8 bCollidedWithMyVehicle : 1;
- uint8 bRichFromMugging : 1; // ped has lots of cash from mugging people - will drop money if someone points gun to him
- uint8 m_ped_flagH80 : 1;
+ uint8 bRichFromMugging : 1; // ped has lots of cash cause they've been mugging people
+ uint8 bChrisCriminal : 1; // Is a criminal as killed during Chris' police mission (should be counted as such)
uint8 bShakeFist : 1; // test shake hand at look entity
uint8 bNoCriticalHits : 1; // if set, limbs won't came off