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