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81
src/vehicles/Boat.h
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81
src/vehicles/Boat.h
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#pragma once
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#include "Vehicle.h"
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enum eBoatNodes
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{
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BOAT_MOVING = 1,
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BOAT_RUDDER,
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BOAT_WINDSCREEN,
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NUM_BOAT_NODES
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};
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class CBoat : public CVehicle
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{
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public:
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// 0x288
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float m_fThrustZ;
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float m_fThrustY;
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CVector m_vecMoveRes;
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CVector m_vecTurnRes;
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float m_fMovingRotation;
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int32 m_boat_unused1;
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RwFrame *m_aBoatNodes[NUM_BOAT_NODES];
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uint8 bBoatInWater : 1;
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uint8 bPropellerInWater : 1;
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bool m_bIsAnchored;
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float m_fOrientation;
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int32 m_boat_unused2;
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float m_fDamage;
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CEntity *m_pSetOnFireEntity;
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bool m_boat_unused3;
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float m_fAccelerate;
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float m_fBrake;
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float m_fSteeringLeftRight;
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uint8 m_nPadID;
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int32 m_boat_unused4;
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float m_fVolumeUnderWater;
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CVector m_vecBuoyancePoint;
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float m_fPrevVolumeUnderWater;
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int16 m_nDeltaVolumeUnderWater;
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uint16 m_nNumWakePoints;
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CVector2D m_avec2dWakePoints[32];
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float m_afWakePointLifeTime[32];
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CBoat(int, uint8);
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virtual void SetModelIndex(uint32 id);
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virtual void ProcessControl();
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virtual void Teleport(CVector v);
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virtual void PreRender(void) {};
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virtual void Render(void);
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virtual void ProcessControlInputs(uint8);
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virtual void GetComponentWorldPosition(int32 component, CVector &pos);
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virtual bool IsComponentPresent(int32 component) { return true; }
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virtual void BlowUpCar(CEntity *ent);
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void RenderWaterOutPolys(void);
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void ApplyWaterResistance(void);
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void SetupModelNodes();
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void PruneWakeTrail(void);
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void AddWakePoint(CVector point);
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static CBoat *apFrameWakeGeneratingBoats[4];
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static bool IsSectorAffectedByWake(CVector2D sector, float fSize, CBoat **apBoats);
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static float IsVertexAffectedByWake(CVector vecVertex, CBoat *pBoat);
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static void FillBoatList(void);
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#ifdef COMPATIBLE_SAVES
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virtual void Save(uint8*& buf);
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virtual void Load(uint8*& buf);
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#endif
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static const uint32 nSaveStructSize;
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};
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VALIDATE_SIZE(CBoat, 0x484);
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extern float MAX_WAKE_LENGTH;
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extern float MIN_WAKE_INTERVAL;
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extern float WAKE_LIFETIME;
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