re3/src/vehicles/Boat.h

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#pragma once
#include "Vehicle.h"
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enum eBoatNodes
{
BOAT_MOVING = 1,
BOAT_RUDDER,
BOAT_WINDSCREEN
};
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class CBoat : public CVehicle
{
public:
// 0x288
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float m_fPropellerZ;
float m_fPropellerY;
CVector m_waterMoveDrag;
CVector m_waterTurnDrag;
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float m_fMovingHiRotation;
int32 _unk0;
RwFrame *m_aBoatNodes[4];
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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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int32 _unk1;
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float m_fDamage;
CEntity *m_pSetOnFireEntity;
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bool _unk2;
float m_fAccelerate;
float m_fBrake;
float m_fSteeringLeftRight;
uint8 m_nPadID;
int32 _unk3;
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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];
CBoat(int, uint8);
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virtual void SetModelIndex(uint32 id);
virtual void ProcessControl();
virtual void Teleport(CVector v);
virtual void PreRender(void) {};
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 ApplyWaterResistance(void);
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void SetupModelNodes();
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void PruneWakeTrail(void);
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);
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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};
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extern float MAX_WAKE_LENGTH;
extern float MIN_WAKE_INTERVAL;
extern float WAKE_LIFETIME;