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CCarAI + bugfixes

This commit is contained in:
Nikolay Korolev 2019-10-11 00:02:55 +03:00
parent 80a74d2e77
commit 803412f33b
6 changed files with 226 additions and 41 deletions

View file

@ -6,8 +6,10 @@
#include "AutoPilot.h"
#include "CarCtrl.h"
#include "General.h"
#include "HandlingMgr.h"
#include "ModelIndices.h"
#include "PlayerPed.h"
#include "Pools.h"
#include "Timer.h"
#include "TrafficLights.h"
#include "Vehicle.h"
@ -67,7 +69,7 @@ void CCarAI::UpdateCarAI(CVehicle* pVehicle)
}
break;
case MISSION_RAMPLAYER_CLOSE:
if (FindSwitchDistanceFar(pVehicle) < (FindPlayerCoors() - pVehicle->GetPosition()).Magnitude2D() ||
if (FindSwitchDistanceFar(pVehicle) >= (FindPlayerCoors() - pVehicle->GetPosition()).Magnitude2D() ||
pVehicle->AutoPilot.m_bIgnorePathfinding) {
if (FindPlayerVehicle()) {
if (pVehicle->GetHasCollidedWith(FindPlayerVehicle())) {
@ -92,7 +94,7 @@ void CCarAI::UpdateCarAI(CVehicle* pVehicle)
else
pVehicle->m_nTimeBlocked = 0;
if (!FindPlayerVehicle() || FindPlayerVehicle()->IsUpsideDown() ||
FindPlayerVehicle()->GetMoveSpeed().Magnitude() < 0.05f && pVehicle->m_nTimeBlocked > 2500) {
FindPlayerVehicle()->GetMoveSpeed().Magnitude() < 0.05f && pVehicle->m_nTimeBlocked > TIME_COPS_WAIT_TO_EXIT_AFTER_STOPPING) {
if (pVehicle->bIsLawEnforcer &&
(pVehicle->GetModelIndex() != MI_RHINO || pVehicle->m_randomSeed > 10000) &&
(FindPlayerCoors() - pVehicle->GetPosition()).Magnitude2D() < 10.0f) {
@ -137,7 +139,7 @@ void CCarAI::UpdateCarAI(CVehicle* pVehicle)
}
break;
case MISSION_BLOCKPLAYER_CLOSE:
if (FindSwitchDistanceFar(pVehicle) < (FindPlayerCoors() - pVehicle->GetPosition()).Magnitude2D() ||
if (FindSwitchDistanceFar(pVehicle) >= (FindPlayerCoors() - pVehicle->GetPosition()).Magnitude2D() ||
pVehicle->AutoPilot.m_bIgnorePathfinding) {
if (FindPlayerVehicle() && FindPlayerVehicle()->GetMoveSpeed().Magnitude() < 0.05f)
#ifdef FIX_BUGS
@ -148,7 +150,7 @@ void CCarAI::UpdateCarAI(CVehicle* pVehicle)
else
pVehicle->m_nTimeBlocked = 0;
if (!FindPlayerVehicle() || FindPlayerVehicle()->IsUpsideDown() ||
FindPlayerVehicle()->GetMoveSpeed().Magnitude() < 0.05f && pVehicle->m_nTimeBlocked > 2500) {
FindPlayerVehicle()->GetMoveSpeed().Magnitude() < 0.05f && pVehicle->m_nTimeBlocked > TIME_COPS_WAIT_TO_EXIT_AFTER_STOPPING) {
if (pVehicle->bIsLawEnforcer &&
(pVehicle->GetModelIndex() != MI_RHINO || pVehicle->m_randomSeed > 10000) &&
(FindPlayerCoors() - pVehicle->GetPosition()).Magnitude2D() < 10.0f) {
@ -343,7 +345,7 @@ void CCarAI::UpdateCarAI(CVehicle* pVehicle)
}
float flatSpeed = pVehicle->GetMoveSpeed().MagnitudeSqr2D();
if (flatSpeed > SQR(0.018f)){
pVehicle->AutoPilot.m_nTimeTempAction = CTimer::GetTimeInMilliseconds();
pVehicle->AutoPilot.m_nTimeToStartMission = CTimer::GetTimeInMilliseconds();
pVehicle->AutoPilot.m_nAntiReverseTimer = CTimer::GetTimeInMilliseconds();
}
if (pVehicle->m_status == STATUS_PHYSICS && pVehicle->AutoPilot.m_nTempAction == TEMPACT_NONE){
@ -371,8 +373,8 @@ void CCarAI::UpdateCarAI(CVehicle* pVehicle)
}
}
if ((pVehicle->m_randomSeed & 7) == 0){
if (CTimer::GetTimeInMilliseconds() - pVehicle->AutoPilot.m_nTimeTempAction > 30000 &&
CTimer::GetPreviousTimeInMilliseconds() - pVehicle->AutoPilot.m_nTimeTempAction <= 30000 &&
if (CTimer::GetTimeInMilliseconds() - pVehicle->AutoPilot.m_nTimeToStartMission > 30000 &&
CTimer::GetPreviousTimeInMilliseconds() - pVehicle->AutoPilot.m_nTimeToStartMission <= 30000 &&
pVehicle->AutoPilot.m_nCarMission == MISSION_CRUISE &&
!CTrafficLights::ShouldCarStopForBridge(pVehicle)){
pVehicle->m_status = STATUS_PHYSICS;
@ -392,7 +394,7 @@ void CCarAI::UpdateCarAI(CVehicle* pVehicle)
case MISSION_RAMPLAYER_CLOSE:
case MISSION_BLOCKPLAYER_FARAWAY:
case MISSION_BLOCKPLAYER_CLOSE:
if (FindPlayerSpeed().Magnitude() > pVehicle->GetMoveSpeed().Magnitude()){
if (FindPlayerVehicle() && FindPlayerSpeed().Magnitude() > pVehicle->GetMoveSpeed().Magnitude()){
if (FindPlayerSpeed().Magnitude() > 0.1f){
if (DotProduct2D(FindPlayerVehicle()->GetForward(), pVehicle->GetForward()) > 0.0f){
CVector2D dist = pVehicle->GetPosition() - FindPlayerCoors();
@ -428,17 +430,203 @@ void CCarAI::CarHasReasonToStop(CVehicle* pVehicle)
pVehicle->AutoPilot.m_nAntiReverseTimer = CTimer::GetTimeInMilliseconds();
}
WRAPPER float CCarAI::GetCarToGoToCoors(CVehicle*, CVector*) { EAXJMP(0x413E50); }
WRAPPER void CCarAI::AddPoliceOccupants(CVehicle*) { EAXJMP(0x415C60); }
WRAPPER void CCarAI::AddAmbulanceOccupants(CVehicle*) { EAXJMP(0x415CE0); }
WRAPPER void CCarAI::AddFiretruckOccupants(CVehicle*) { EAXJMP(0x415D00); }
WRAPPER void CCarAI::TellOccupantsToLeaveCar(CVehicle*) { EAXJMP(0x415D20); }
WRAPPER void CCarAI::TellCarToRamOtherCar(CVehicle*, CVehicle*) { EAXJMP(0x415D90); }
WRAPPER void CCarAI::TellCarToBlockOtherCar(CVehicle*, CVehicle*) { EAXJMP(0x415DE0); }
WRAPPER eCarMission CCarAI::FindPoliceCarMissionForWantedLevel() { EAXJMP(0x415E30); }
WRAPPER int32 CCarAI::FindPoliceCarSpeedForWantedLevel(CVehicle*) { EAXJMP(0x415EB0); }
WRAPPER void CCarAI::MellowOutChaseSpeed(CVehicle*) { EAXJMP(0x416050); }
WRAPPER void CCarAI::MakeWayForCarWithSiren(CVehicle *veh) { EAXJMP(0x416280); }
float CCarAI::GetCarToGoToCoors(CVehicle* pVehicle, CVector* pTarget)
{
if (pVehicle->AutoPilot.m_nCarMission != MISSION_GOTOCOORDS && pVehicle->AutoPilot.m_nCarMission != MISSION_GOTOCOORDS_STRAIGHT){
pVehicle->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS;
pVehicle->AutoPilot.m_nTempAction = TEMPACT_NONE;
pVehicle->AutoPilot.m_nCruiseSpeed = 20;
pVehicle->AutoPilot.m_nAntiReverseTimer = CTimer::GetTimeInMilliseconds();
pVehicle->m_status = STATUS_PHYSICS;
pVehicle->AutoPilot.m_nCarMission = (CCarCtrl::JoinCarWithRoadSystemGotoCoors(pVehicle, *pTarget, false)) ?
MISSION_GOTOCOORDS_STRAIGHT : MISSION_GOTOCOORDS;
}else if (Abs(pTarget->x - pVehicle->AutoPilot.m_vecDestinationCoors.x) > 2.0f ||
Abs(pTarget->x - pVehicle->AutoPilot.m_vecDestinationCoors.x) > 2.0f){
pVehicle->AutoPilot.m_vecDestinationCoors = *pTarget;
}
return (pVehicle->GetPosition() - *pTarget).Magnitude2D();
}
void CCarAI::AddPoliceOccupants(CVehicle* pVehicle)
{
if (pVehicle->bOccupantsHaveBeenGenerated)
return;
switch (pVehicle->GetModelIndex()){
case MI_FBICAR:
case MI_ENFORCER:
pVehicle->SetUpDriver();
for (int i = 0; i < 3; i++)
pVehicle->SetupPassenger(i);
return;
case MI_POLICE:
case MI_RHINO:
case MI_BARRACKS:
pVehicle->SetUpDriver();
if (FindPlayerPed()->m_pWanted->m_nWantedLevel > 1)
pVehicle->SetupPassenger(0);
return;
default:
return;
}
}
void CCarAI::AddAmbulanceOccupants(CVehicle* pVehicle)
{
pVehicle->SetUpDriver();
pVehicle->SetupPassenger(1);
}
void CCarAI::AddFiretruckOccupants(CVehicle* pVehicle)
{
pVehicle->SetUpDriver();
pVehicle->SetupPassenger(0);
}
void CCarAI::TellOccupantsToLeaveCar(CVehicle* pVehicle)
{
if (pVehicle->pDriver){
pVehicle->pDriver->SetObjective(OBJECTIVE_LEAVE_VEHICLE, pVehicle);
if (pVehicle->GetModelIndex())
pVehicle->pDriver->Say(SOUND_PED_LEAVE_VEHICLE);
}
for (int i = 0; i < pVehicle->m_nNumMaxPassengers; i++){
if (pVehicle->pPassengers[i])
pVehicle->pPassengers[i]->SetObjective(OBJECTIVE_LEAVE_VEHICLE, pVehicle);
}
}
void CCarAI::TellCarToRamOtherCar(CVehicle* pVehicle, CVehicle* pTarget)
{
pVehicle->AutoPilot.m_pTargetCar = pTarget;
pTarget->RegisterReference((CEntity**)&pVehicle->AutoPilot.m_pTargetCar);
pVehicle->AutoPilot.m_nCarMission = MISSION_RAMCAR_FARAWAY;
pVehicle->bEngineOn = true;
pVehicle->AutoPilot.m_nCruiseSpeed = min(6, pVehicle->AutoPilot.m_nCruiseSpeed);
}
void CCarAI::TellCarToBlockOtherCar(CVehicle* pVehicle, CVehicle* pTarget)
{
pVehicle->AutoPilot.m_pTargetCar = pTarget;
pTarget->RegisterReference((CEntity**)&pVehicle->AutoPilot.m_pTargetCar);
pVehicle->AutoPilot.m_nCarMission = MISSION_BLOCKCAR_FARAWAY;
pVehicle->bEngineOn = true;
pVehicle->AutoPilot.m_nCruiseSpeed = min(6, pVehicle->AutoPilot.m_nCruiseSpeed);
}
eCarMission CCarAI::FindPoliceCarMissionForWantedLevel()
{
switch (CWorld::Players[CWorld::PlayerInFocus].m_pPed->m_pWanted->m_nWantedLevel){
case 0:
case 1: return MISSION_BLOCKPLAYER_FARAWAY;
case 2: return (CGeneral::GetRandomNumber() & 3) >= 3 ? MISSION_RAMPLAYER_FARAWAY : MISSION_BLOCKPLAYER_FARAWAY;
case 3: return (CGeneral::GetRandomNumber() & 3) >= 2 ? MISSION_RAMPLAYER_FARAWAY : MISSION_BLOCKPLAYER_FARAWAY;
case 4:
case 5:
case 6: return (CGeneral::GetRandomNumber() & 3) >= 1 ? MISSION_RAMPLAYER_FARAWAY : MISSION_BLOCKPLAYER_FARAWAY;
default: return MISSION_BLOCKPLAYER_FARAWAY;
}
}
int32 CCarAI::FindPoliceCarSpeedForWantedLevel(CVehicle* pVehicle)
{
switch (CWorld::Players[CWorld::PlayerInFocus].m_pPed->m_pWanted->m_nWantedLevel) {
case 0: return CGeneral::GetRandomNumberInRange(12, 16);
case 1: return 25;
case 2: return 34;
case 3: return GAME_SPEED_TO_CARAI_SPEED * pVehicle->pHandling->Transmission.fMaxVelocity * 0.9f;
case 4: return GAME_SPEED_TO_CARAI_SPEED * pVehicle->pHandling->Transmission.fMaxVelocity * 1.2f;
case 5: return GAME_SPEED_TO_CARAI_SPEED * pVehicle->pHandling->Transmission.fMaxVelocity * 1.25f;
case 6: return GAME_SPEED_TO_CARAI_SPEED * pVehicle->pHandling->Transmission.fMaxVelocity * 1.3f;
default: return 0;
}
}
void CCarAI::MellowOutChaseSpeed(CVehicle* pVehicle)
{
if (CWorld::Players[CWorld::PlayerInFocus].m_pPed->m_pWanted->m_nWantedLevel == 1){
float distanceToPlayer = (pVehicle->GetPosition() - FindPlayerCoors()).Magnitude();
if (FindPlayerVehicle()){
if (distanceToPlayer < 10.0f)
pVehicle->AutoPilot.m_nCruiseSpeed = 15;
else if (distanceToPlayer < 20.0f)
pVehicle->AutoPilot.m_nCruiseSpeed = 22;
else
pVehicle->AutoPilot.m_nCruiseSpeed = 25;
}else{
if (distanceToPlayer < 20.0f)
pVehicle->AutoPilot.m_nCruiseSpeed = 5;
else if (distanceToPlayer < 40.0f)
pVehicle->AutoPilot.m_nCruiseSpeed = 13;
else
pVehicle->AutoPilot.m_nCruiseSpeed = 25;
}
}else if (CWorld::Players[CWorld::PlayerInFocus].m_pPed->m_pWanted->m_nWantedLevel == 2){
float distanceToPlayer = (pVehicle->GetPosition() - FindPlayerCoors()).Magnitude();
if (FindPlayerVehicle()) {
if (distanceToPlayer < 10.0f)
pVehicle->AutoPilot.m_nCruiseSpeed = 27;
else if (distanceToPlayer < 20.0f)
pVehicle->AutoPilot.m_nCruiseSpeed = 30;
else
pVehicle->AutoPilot.m_nCruiseSpeed = 34;
}
else {
if (distanceToPlayer < 20.0f)
pVehicle->AutoPilot.m_nCruiseSpeed = 5;
else if (distanceToPlayer < 40.0f)
pVehicle->AutoPilot.m_nCruiseSpeed = 18;
else
pVehicle->AutoPilot.m_nCruiseSpeed = 34;
}
}
}
void CCarAI::MakeWayForCarWithSiren(CVehicle *pVehicle)
{
float flatSpeed = pVehicle->GetMoveSpeed().Magnitude2D();
if (flatSpeed < 0.1f)
return;
CVector2D forward = pVehicle->GetMoveSpeed() / flatSpeed;
float projection = flatSpeed * 45 + 20;
int i = CPools::GetVehiclePool()->GetSize();
while (i--) {
CVehicle* vehicle = CPools::GetVehiclePool()->GetSlot(i);
if (!vehicle)
continue;
if (vehicle->m_vehType != VEHICLE_TYPE_CAR && vehicle->m_vehType != VEHICLE_TYPE_BIKE)
continue;
if (vehicle->m_status != STATUS_SIMPLE && vehicle->m_status != STATUS_PHYSICS)
continue;
if (vehicle->VehicleCreatedBy != RANDOM_VEHICLE)
continue;
if (vehicle->bIsLawEnforcer || vehicle->bIsAmbulanceOnDuty || vehicle->bIsFireTruckOnDuty)
continue;
if (vehicle == pVehicle)
continue;
if (Abs(pVehicle->GetPosition().z - vehicle->GetPosition().z) >= 5.0f)
continue;
CVector2D distance = vehicle->GetPosition() - pVehicle->GetPosition();
if (distance.Magnitude() >= projection)
continue;
if (vehicle->GetMoveSpeed().Magnitude2D() <= 0.05f)
continue;
float correlation = DotProduct2D(forward, distance) / distance.Magnitude();
if (correlation <= 0.0f)
continue;
if (correlation > 0.8f && DotProduct2D(forward, vehicle->GetForward()) > 0.7f){
if (vehicle->AutoPilot.m_nTempAction != TEMPACT_SWERVELEFT && vehicle->AutoPilot.m_nTempAction != TEMPACT_SWERVERIGHT){
vehicle->AutoPilot.m_nTempAction = (distance.x * forward.y - distance.y * forward.x > 0.0f) ?
TEMPACT_SWERVELEFT : TEMPACT_SWERVERIGHT;
vehicle->AutoPilot.m_nTimeTempAction = CTimer::GetTimeInMilliseconds() + 2000;
}
vehicle->m_status = STATUS_PHYSICS;
}else{
if (DotProduct2D(vehicle->GetMoveSpeed(), distance) < 0.0f && vehicle->AutoPilot.m_nTempAction != TEMPACT_WAIT){
vehicle->AutoPilot.m_nTempAction = TEMPACT_WAIT;
vehicle->AutoPilot.m_nTimeTempAction = CTimer::GetTimeInMilliseconds() + 2000;
}
}
}
}
STARTPATCHES
ENDPATCHES

View file

@ -31,9 +31,6 @@
#include "World.h"
#include "Zones.h"
#define GAME_SPEED_TO_METERS_PER_SECOND 50.0f
#define GAME_SPEED_TO_CARAI_SPEED 60.0f
#define DISTANCE_TO_SPAWN_ROADBLOCK_PEDS 51.0f
#define DISTANCE_TO_SCAN_FOR_DANGER 11.0f
#define SAFE_DISTANCE_TO_PED 3.0f
@ -53,7 +50,6 @@
#define ATTEMPTS_TO_FIND_NEXT_NODE 15
#define TIME_COPS_WAIT_TO_EXIT_AFTER_STOPPING 2500
#define DISTANCE_TO_SWITCH_FROM_BLOCK_TO_STOP 5.0f
#define DISTANCE_TO_SWITCH_FROM_STOP_TO_BLOCK 10.0f
#define MAX_SPEED_TO_ACCOUNT_IN_INTERCEPTING 0.13f
@ -2407,8 +2403,8 @@ void CCarCtrl::SteerAICarWithPhysicsTryingToBlockTarget_Stop(CVehicle* pVehicle,
#endif
else
pVehicle->m_nTimeBlocked = 0;
if ((FindPlayerVehicle() == nil || FindPlayerVehicle()->IsUpsideDown() ||
FindPlayerVehicle()->GetMoveSpeed().Magnitude() < 0.05f) &&
if (FindPlayerVehicle() == nil || FindPlayerVehicle()->IsUpsideDown() ||
FindPlayerVehicle()->GetMoveSpeed().Magnitude() < 0.05f &&
pVehicle->m_nTimeBlocked > TIME_COPS_WAIT_TO_EXIT_AFTER_STOPPING){
if (pVehicle->bIsLawEnforcer && distanceToTargetSqr < SQR(DISTANCE_TO_SWITCH_FROM_STOP_TO_BLOCK)){
CCarAI::TellOccupantsToLeaveCar(pVehicle);

View file

@ -3,6 +3,10 @@
#include "Boat.h"
#include "Vehicle.h"
#define GAME_SPEED_TO_METERS_PER_SECOND 50.0f
#define GAME_SPEED_TO_CARAI_SPEED 60.0f
#define TIME_COPS_WAIT_TO_EXIT_AFTER_STOPPING 2500
class CZoneInfo;
enum{

View file

@ -2914,7 +2914,7 @@ CPed::QuitEnteringCar(void)
if (veh) {
if (m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER || m_nPedState == PED_CARJACK)
veh->m_veh_flagC10 = false;
veh->bIsBeingCarJacked = false;
if (veh->m_nNumGettingIn != 0)
veh->m_nNumGettingIn--;
@ -10517,7 +10517,7 @@ CPed::PedAnimDoorCloseCB(CAnimBlendAssociation *animAssoc, void *arg)
|| !veh->IsRoomForPedToLeaveCar(CAR_DOOR_LF, nil))))) {
if (ped->m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER)
veh->m_veh_flagC10 = false;
veh->bIsBeingCarJacked = false;
ped->m_objective = OBJECTIVE_ENTER_CAR_AS_PASSENGER;
PedSetInCarCB(nil, ped);
@ -10881,7 +10881,7 @@ CPed::PedAnimGetInCB(CAnimBlendAssociation *animAssoc, void *arg)
veh->m_status = STATUS_PLAYER_DISABLED;
}
driver->bBusJacked = true;
veh->m_veh_flagC10 = false;
veh->bIsBeingCarJacked = false;
PedSetInCarCB(nil, ped);
if (ped->m_nPedType == PEDTYPE_COP
|| ped->m_objective == OBJECTIVE_KILL_CHAR_ON_FOOT
@ -11337,7 +11337,7 @@ CPed::PedSetInCarCB(CAnimBlendAssociation *animAssoc, void *arg)
}
}
if (ped->m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER)
veh->m_veh_flagC10 = false;
veh->bIsBeingCarJacked = false;
if (veh->m_nNumGettingIn)
--veh->m_nNumGettingIn;
@ -12996,7 +12996,7 @@ CPed::ProcessObjective(void)
if (m_carInObjective->pDriver) {
if (m_carInObjective->pDriver->m_objective == OBJECTIVE_KILL_CHAR_ANY_MEANS && m_carInObjective->pDriver != m_pedInObjective) {
SetObjective(OBJECTIVE_ENTER_CAR_AS_PASSENGER, m_carInObjective);
m_carInObjective->m_veh_flagC10 = false;
m_carInObjective->bIsBeingCarJacked = false;
}
}
}
@ -13004,7 +13004,7 @@ CPed::ProcessObjective(void)
if (m_carInObjective->pDriver) {
if (m_carInObjective->pDriver->m_nPedType == m_nPedType) {
SetObjective(OBJECTIVE_ENTER_CAR_AS_PASSENGER, m_carInObjective);
m_carInObjective->m_veh_flagC10 = false;
m_carInObjective->bIsBeingCarJacked = false;
}
}
}
@ -14575,7 +14575,7 @@ CPed::SetEnterCar(CVehicle *car, uint32 unused)
}
if (!IsPedInControl() || m_fHealth <= 0.0f
|| doorFlag & car->m_nGettingInFlags || doorFlag & car->m_nGettingOutFlags
|| car->m_veh_flagC10 || m_pVehicleAnim
|| car->bIsBeingCarJacked || m_pVehicleAnim
|| doorFlag && !car->IsDoorReady(door) && !car->IsDoorFullyOpen(door))
SetMoveState(PEDMOVE_STILL);
else

View file

@ -68,15 +68,15 @@ CVehicle::CVehicle(uint8 CreatedBy)
bTakeLessDamage = false;
bIsDamaged = false;
bFadeOut = false;
m_veh_flagC10 = false;
bIsBeingCarJacked = false;
m_nTimeOfDeath = 0;
m_pCarFire = nil;
bHasBeenOwnedByPlayer = false;
bCreateRoadBlockPeds = false;
bCanBeDamaged = true;
bUsingSpecialColModel = false;
m_veh_flagD1 = false;
m_veh_flagD2 = false;
bOccupantsHaveBeenGenerated = false;
bGunSwitchedOff = false;
m_nGunFiringTime = 0;
m_nTimeBlocked = 0;
bLightsOn = false;

View file

@ -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)