re3/src/vehicles/Boat.h

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#pragma once
#include "Vehicle.h"
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#include "Door.h"
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enum eBoatNodes
{
BOAT_MOVING = 1,
BOAT_WINDSCREEN,
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BOAT_RUDDER,
BOAT_FLAP_LEFT,
BOAT_FLAP_RIGHT,
BOAT_REARFLAP_LEFT,
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BOAT_REARFLAP_RIGHT,
NUM_BOAT_NODES
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};
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class CBoat : public CVehicle
{
public:
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float m_fMovingRotation;
float m_fMovingSpeed;
int32 m_boat_unused1;
RwFrame *m_aBoatNodes[NUM_BOAT_NODES];
CDoor m_boom;
tBoatHandlingData *pBoatHandling;
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uint8 bBoatInWater : 1;
uint8 bPropellerInWater : 1;
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bool m_bIsAnchored;
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float m_fOrientation;
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uint32 m_nPoliceShoutTimer;
int32 m_boat_unused2;
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float m_fDamage;
CEntity *m_pSetOnFireEntity;
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float m_skimmerThingTimer;
bool m_boat_unused3;
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float m_fAccelerate;
float m_fBrake;
float m_fSteeringLeftRight;
uint8 m_nPadID;
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int32 m_boat_unused4;
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float m_fVolumeUnderWater;
CVector m_vecBuoyancePoint;
float m_fPrevVolumeUnderWater;
int16 m_nDeltaVolumeUnderWater;
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uint16 m_nNumWakePoints;
CVector2D m_avec2dWakePoints[32];
float m_afWakePointLifeTime[32];
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static float MAX_WAKE_LENGTH;
static float MIN_WAKE_INTERVAL;
static float WAKE_LIFETIME;
CBoat(int, uint8);
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virtual void SetModelIndex(uint32 id);
virtual void ProcessControl();
virtual void Teleport(CVector v);
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virtual void PreRender(void);
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virtual void Render(void);
virtual void ProcessControlInputs(uint8);
virtual void GetComponentWorldPosition(int32 component, CVector &pos);
virtual bool IsComponentPresent(int32 component) { return true; }
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);
void AddWakePoint(CVector point);
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void DoDriveByShootings(void);
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static CBoat *apFrameWakeGeneratingBoats[4];
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static bool IsSectorAffectedByWake(CVector2D sector, float fSize, CBoat **apBoats);
static float IsVertexAffectedByWake(CVector vecVertex, CBoat *pBoat);
static void FillBoatList(void);
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#ifdef COMPATIBLE_SAVES
virtual void Save(uint8*& buf);
virtual void Load(uint8*& buf);
#endif
static const uint32 nSaveStructSize;
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};