mirror of
https://github.com/GTAmodding/re3.git
synced 2025-10-06 03:49:59 +00:00
some not fully tested stuff
This commit is contained in:
parent
5ef291ddf2
commit
80453d3f4d
15 changed files with 920 additions and 42 deletions
|
@ -313,7 +313,7 @@ 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
|
||||
|
@ -335,17 +335,17 @@ 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 m_ped_flagG4 : 1; // bResetWalkAnims?
|
||||
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
|
||||
uint8 bBusJacked : 1;
|
||||
|
@ -354,12 +354,12 @@ 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 m_ped_flagH10 : 1; // bTryingToReachDryLand? reset when we landed on something not vehicle and object
|
||||
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
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue