diff options
Diffstat (limited to 'src/vehicles/Vehicle.h')
-rw-r--r-- | src/vehicles/Vehicle.h | 11 |
1 files changed, 8 insertions, 3 deletions
diff --git a/src/vehicles/Vehicle.h b/src/vehicles/Vehicle.h index 07893782..357e5603 100644 --- a/src/vehicles/Vehicle.h +++ b/src/vehicles/Vehicle.h @@ -106,6 +106,9 @@ enum eFlightModel FLIGHT_MODEL_SEAPLANE }; +// Or Weapon.h? +void FireOneInstantHitRound(CVector *shotSource, CVector *shotTarget, int32 damage); + class CVehicle : public CPhysical { public: @@ -156,7 +159,7 @@ public: uint8 bHasBeenOwnedByPlayer : 1;// To work out whether stealing it is a crime uint8 bFadeOut : 1; // Fade vehicle out uint8 m_veh_flagC10 : 1; - uint8 m_veh_flagC20 : 1; + 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 @@ -171,8 +174,9 @@ public: int8 m_numPedsUseItAsCover; uint8 m_nAmmoInClip; // Used to make the guns on boat do a reload (20 by default) - int8 field_1FB; - int8 field_1FC[4]; + int8 m_nPacManPickupsCarried; + uint8 m_nRoadblockType; + int16 m_nRoadblockNode; float m_fHealth; // 1000.0f = full health. 250.0f = fire. 0 -> explode uint8 m_nCurrentGear; int8 field_205[3]; @@ -262,6 +266,7 @@ public: void RemoveDriver(void); void ProcessCarAlarm(void); bool IsSphereTouchingVehicle(float sx, float sy, float sz, float radius); + bool ShufflePassengersToMakeSpace(void); bool IsAlarmOn(void) { return m_nAlarmState != 0 && m_nAlarmState != -1; } |