mirror of
https://github.com/GTAmodding/re3.git
synced 2024-12-25 06:06:06 +00:00
commit
1e679dcb8d
12 changed files with 883 additions and 313 deletions
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@ -474,6 +474,8 @@ DebugMenuPopulate(void)
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DebugMenuAddCmd("Spawn", "Spawn PCJ 600", [](){ SpawnCar(MI_PCJ600); });
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DebugMenuAddCmd("Spawn", "Spawn Faggio", [](){ SpawnCar(MI_FAGGIO); });
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DebugMenuAddCmd("Spawn", "Spawn Freeway", [](){ SpawnCar(MI_FREEWAY); });
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DebugMenuAddCmd("Spawn", "Spawn Squalo", [](){ SpawnCar(MI_SQUALO); });
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DebugMenuAddCmd("Spawn", "Spawn Skimmer", [](){ SpawnCar(MI_SKIMMER); });
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DebugMenuAddVarBool8("Render", "Draw hud", &CHud::m_Wants_To_Draw_Hud, nil);
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DebugMenuAddVarBool8("Render", "Backface Culling", &gBackfaceCulling, nil);
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@ -89,7 +89,17 @@ RwObjectNameIdAssocation boatIds[] = {
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{ "boat_flap_right", BOAT_FLAP_RIGHT, 0 },
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{ "boat_rearflap_left", BOAT_REARFLAP_LEFT, 0 },
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{ "boat_rearflap_right", BOAT_REARFLAP_RIGHT, 0 },
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#ifdef FIX_BUGS
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// let's just accept both
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{ "windscreen", BOAT_WINDSCREEN, VEHICLE_FLAG_WINDSCREEN | VEHICLE_FLAG_DRAWLAST },
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{ "windscreen_hi_ok", BOAT_WINDSCREEN, VEHICLE_FLAG_WINDSCREEN | VEHICLE_FLAG_DRAWLAST },
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#else
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#ifdef GTA_PS2
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{ "windscreen", BOAT_WINDSCREEN, VEHICLE_FLAG_WINDSCREEN | VEHICLE_FLAG_DRAWLAST },
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#else
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{ "windscreen_hi_ok", BOAT_WINDSCREEN, VEHICLE_FLAG_WINDSCREEN | VEHICLE_FLAG_DRAWLAST },
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#endif
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#endif
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{ "ped_frontseat", BOAT_POS_FRONTSEAT, VEHICLE_FLAG_POS | CLUMP_FLAG_NO_HIERID },
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{ nil, 0, 0 }
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};
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@ -98,5 +98,6 @@ public:
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};
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extern bool clearWaterDrop;
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extern int32 numWaterDropOnScreen;
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VALIDATE_SIZE(CParticle, 0x58);
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@ -279,7 +279,7 @@ void CWeather::Update(void)
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}
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Wind = InterpolationValue * Windiness[NewWeatherType] + (1.0f - InterpolationValue) * Windiness[OldWeatherType];
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WindClipped = Max(1.0f, Wind);
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WindClipped = Min(1.0f, Wind);
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if (CClock::GetHours() == 20)
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TrafficLightBrightness = CClock::GetMinutes() / 60.0f;
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@ -625,6 +625,14 @@ CVisibilityPlugins::RenderPedCB(RpAtomic *atomic)
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return atomic;
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}
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float
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CVisibilityPlugins::GetDistanceSquaredFromCamera(RwV3d *pos)
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{
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RwV3d dist;
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RwV3dSub(&dist, pos, ms_pCameraPosn);
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return RwV3dDotProduct(&dist, &dist);
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}
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float
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CVisibilityPlugins::GetDistanceSquaredFromCamera(RwFrame *frame)
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{
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@ -83,6 +83,7 @@ public:
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static bool VehicleVisibilityCB(RpClump *clump);
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static bool VehicleVisibilityCB_BigVehicle(RpClump *clump);
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static float GetDistanceSquaredFromCamera(RwV3d *pos);
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static float GetDistanceSquaredFromCamera(RwFrame *frame);
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static float GetDotProductWithCameraVector(RwMatrix *atomicMat, RwMatrix *clumpMat, uint32 flags);
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@ -3796,7 +3796,7 @@ void
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CAutomobile::DoDriveByShootings(void)
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{
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CAnimBlendAssociation *anim = nil;
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CPlayerInfo* playerInfo = ((CPlayerPed*)this)->GetPlayerInfoForThisPlayerPed();
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CPlayerInfo* playerInfo = ((CPlayerPed*)pDriver)->GetPlayerInfoForThisPlayerPed();
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if (playerInfo && !playerInfo->m_bDriveByAllowed)
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return;
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@ -1989,7 +1989,7 @@ void
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CBike::DoDriveByShootings(void)
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{
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CAnimBlendAssociation *anim;
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CPlayerInfo* playerInfo = ((CPlayerPed*)this)->GetPlayerInfoForThisPlayerPed();
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CPlayerInfo* playerInfo = ((CPlayerPed*)pDriver)->GetPlayerInfoForThisPlayerPed();
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if (playerInfo && !playerInfo->m_bDriveByAllowed)
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return;
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File diff suppressed because it is too large
Load diff
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@ -1,6 +1,7 @@
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#pragma once
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#include "Vehicle.h"
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#include "Door.h"
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enum eBoatNodes
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{
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@ -10,33 +11,34 @@ enum eBoatNodes
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BOAT_FLAP_LEFT,
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BOAT_FLAP_RIGHT,
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BOAT_REARFLAP_LEFT,
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BOAT_REARFLAP_RIGHT
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BOAT_REARFLAP_RIGHT,
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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_fPropellerZ;
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float m_fPropellerY;
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CVector m_waterMoveDrag;
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CVector m_waterTurnDrag;
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float m_fMovingHiRotation;
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int32 _unk0;
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RwFrame *m_aBoatNodes[4];
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float m_fMovingRotation;
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float m_fMovingSpeed;
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int32 m_boat_unused1;
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RwFrame *m_aBoatNodes[NUM_BOAT_NODES];
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CDoor m_boom;
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tBoatHandlingData *pBoatHandling;
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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 _unk1;
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uint32 m_nPoliceShoutTimer;
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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 _unk2;
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float m_skimmerThingTimer;
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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 _unk3;
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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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@ -54,7 +56,7 @@ public:
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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 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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@ -7,18 +7,40 @@
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#include "Vehicle.h"
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#include "Floater.h"
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//--MIAMI: done
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cBuoyancy mod_Buoyancy;
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static float fVolMultiplier = 1.0f;
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float fVolMultiplier = 1.0f;
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// amount of boat volume in bounding box
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// 1.0-volume is the empty space in the bbox
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static float fBoatVolumeDistribution[9] = {
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float fBoatVolumeDistribution[9] = {
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// rear
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0.75f, 0.9f, 0.75f,
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0.95f, 1.0f, 0.95f,
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0.3f, 0.7f, 0.3f
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0.4f, 0.7f, 0.4f
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// bow
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};
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float fBoatVolumeDistributionCat[9] = {
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0.9f, 0.3f, 0.9f,
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1.0f, 0.5f, 1.0f,
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0.95f, 0.4f, 0.95f
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};
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float fBoatVolumeDistributionSail[9] = {
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0.55f, 0.95f, 0.55f,
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0.75f, 1.1f, 0.75f,
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0.3f, 0.8f, 0.3f
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};
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float fBoatVolumeDistributionDinghy[9] = {
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0.65f, 0.85f, 0.65f,
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0.85f, 1.1f, 0.85f,
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0.65f, 0.95f, 0.65f
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};
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float fBoatVolumeDistributionSpeed[9] = {
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0.7f, 0.9f, 0.7f,
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0.95f, 1.0f, 0.95f,
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0.6f, 0.7f, 0.6f
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};
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bool
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cBuoyancy::ProcessBuoyancy(CPhysical *phys, float buoyancy, CVector *point, CVector *impulse)
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@ -37,6 +59,76 @@ cBuoyancy::ProcessBuoyancy(CPhysical *phys, float buoyancy, CVector *point, CVec
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return f != 0.0f;
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}
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bool
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cBuoyancy::ProcessBuoyancyBoat(CVehicle *veh, float buoyancy, CVector *point, CVector *impulse, bool bNoTurnForce)
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{
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m_numSteps = 2.0f;
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if(!CWaterLevel::GetWaterLevel(veh->GetPosition(), &m_waterlevel, veh->bTouchingWater))
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return false;
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m_matrix = veh->GetMatrix();
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PreCalcSetup(veh, buoyancy);
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float x, y;
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int ix, i;
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tWaterLevel waterPosition;
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CVector waterNormal;
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// Floater is divided into 3x3 parts. Process and sum each of them
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float volDiv = 1.0f/((m_dimMax.z - m_dimMin.z)*sq(m_numSteps+1.0f));
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ix = 0;
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for(x = m_dimMin.x; x <= m_dimMax.x; x += m_step.x){
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i = ix;
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for(y = m_dimMin.y; y <= m_dimMax.y; y += m_step.y){
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CVector waterLevel(x, y, 0.0f);
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FindWaterLevelNorm(m_positionZ, &waterLevel, &waterPosition, &waterNormal);
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switch(veh->GetModelIndex()){
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case MI_RIO:
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fVolMultiplier = fBoatVolumeDistributionCat[i];
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break;
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case MI_SQUALO:
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case MI_SPEEDER:
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case MI_JETMAX:
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fVolMultiplier = fBoatVolumeDistributionSpeed[i];
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break;
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case MI_COASTG:
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case MI_DINGHY:
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fVolMultiplier = fBoatVolumeDistributionDinghy[i];
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break;
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case MI_MARQUIS:
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fVolMultiplier = fBoatVolumeDistributionSail[i];
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break;
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case MI_PREDATOR:
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case MI_SKIMMER:
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case MI_REEFER:
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case MI_TROPIC:
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default:
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fVolMultiplier = fBoatVolumeDistribution[i];
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break;
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}
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if(waterPosition != FLOATER_ABOVE_WATER){
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float volume = SimpleSumBuoyancyData(waterLevel, waterPosition);
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float upImpulse = volume * volDiv * buoyancy * CTimer::GetTimeStep();
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CVector speed = veh->GetSpeed(Multiply3x3(veh->GetMatrix(), CVector(x, y, 0.0f)));
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float damp = 1.0f - DotProduct(speed, waterNormal)*veh->pHandling->fSuspensionDampingLevel;
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float finalImpulse = upImpulse*Max(damp, 0.0f);
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impulse->z += finalImpulse;
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if(!bNoTurnForce)
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veh->ApplyTurnForce(finalImpulse*waterNormal, Multiply3x3(m_matrix, waterLevel));
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}
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i += 3;
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}
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ix++;
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}
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m_volumeUnderWater *= volDiv;
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*point = Multiply3x3(m_matrix, m_impulsePoint);
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return m_isBoat || m_haveVolume;
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}
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void
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cBuoyancy::PreCalcSetup(CPhysical *phys, float buoyancy)
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{
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@ -48,17 +140,55 @@ cBuoyancy::PreCalcSetup(CPhysical *phys, float buoyancy)
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m_dimMax = colModel->boundingBox.max;
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if(m_isBoat){
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if(phys->GetModelIndex() == MI_PREDATOR){
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switch(phys->GetModelIndex()){
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case MI_PREDATOR:
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default:
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m_dimMax.y *= 1.05f;
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m_dimMin.y *= 0.9f;
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break;
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case MI_SPEEDER:
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m_dimMax.y *= 1.25f;
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m_dimMin.y *= 0.83f;
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break;
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case MI_REEFER:
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m_dimMin.y *= 0.9f;
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break;
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case MI_RIO:
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m_dimMax.y *= 0.9f;
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m_dimMin.y *= 0.9f;
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}else if(phys->GetModelIndex() == MI_SPEEDER){
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m_dimMax.z += 0.25f;
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m_dimMin.z -= 0.2f;
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break;
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case MI_SQUALO:
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m_dimMax.y *= 0.9f;
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m_dimMin.y *= 0.9f;
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break;
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case MI_TROPIC:
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m_dimMax.y *= 1.3f;
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m_dimMin.y *= 0.82f;
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m_dimMin.z -= 0.2f;
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break;
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case MI_SKIMMER:
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m_dimMin.y = -m_dimMax.y;
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m_dimMax.y *= 1.2f;
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break;
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case MI_COASTG:
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m_dimMax.y *= 1.1f;
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m_dimMin.y *= 0.9f;
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}else if(phys->GetModelIndex() == MI_REEFER){
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m_dimMin.z -= 0.3f;
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break;
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case MI_DINGHY:
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m_dimMax.y *= 1.3f;
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m_dimMin.y *= 0.9f;
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}else{
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m_dimMax.y *= 0.9f;
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m_dimMin.z -= 0.2f;
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break;
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case MI_MARQUIS:
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m_dimMax.y *= 1.3f;
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m_dimMin.y *= 0.9f;
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break;
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case MI_JETMAX:
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m_dimMin.y *= 0.9f;
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break;
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}
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}
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@ -92,22 +222,17 @@ void
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cBuoyancy::SimpleCalcBuoyancy(void)
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{
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float x, y;
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int ix, i;
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tWaterLevel waterPosition;
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// Floater is divided into 3x3 parts. Process and sum each of them
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ix = 0;
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for(x = m_dimMin.x; x <= m_dimMax.x; x += m_step.x){
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i = ix;
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for(y = m_dimMin.y; y <= m_dimMax.y; y += m_step.y){
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CVector waterLevel(x, y, 0.0f);
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FindWaterLevel(m_positionZ, &waterLevel, &waterPosition);
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fVolMultiplier = m_isBoat ? fBoatVolumeDistribution[i] : 1.0f;
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fVolMultiplier = 1.0f;
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if(waterPosition != FLOATER_ABOVE_WATER)
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SimpleSumBuoyancyData(waterLevel, waterPosition);
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i += 3;
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}
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ix++;
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}
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m_volumeUnderWater /= (m_dimMax.z - m_dimMin.z)*sq(m_numSteps+1.0f);
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@ -129,10 +254,6 @@ cBuoyancy::SimpleSumBuoyancyData(CVector &waterLevel, tWaterLevel waterPosition)
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if(m_isBoat){
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fThisVolume *= fVolMultiplier;
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if(fThisVolume < 0.5f)
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fThisVolume = 2.0f*sq(fThisVolume);
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if(fThisVolume < 1.0f)
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fThisVolume = sq(fThisVolume);
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fThisVolume = sq(fThisVolume);
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}
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@ -173,6 +294,26 @@ cBuoyancy::FindWaterLevel(const CVector &zpos, CVector *waterLevel, tWaterLevel
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}
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}
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// Same as above but also get normal
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void
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cBuoyancy::FindWaterLevelNorm(const CVector &zpos, CVector *waterLevel, tWaterLevel *waterPosition, CVector *normal)
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{
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*waterPosition = FLOATER_IN_WATER;
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CVector xWaterLevel = Multiply3x3(m_matrix, *waterLevel);
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CWaterLevel::GetWaterLevel(xWaterLevel.x + m_position.x, xWaterLevel.y + m_position.y, m_position.z,
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&waterLevel->z, true);
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waterLevel->z -= xWaterLevel.z + zpos.z; // make local
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if(waterLevel->z >= m_dimMin.z)
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*normal = CWaterLevel::GetWaterNormal(xWaterLevel.x + m_position.x, xWaterLevel.y + m_position.y);
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if(waterLevel->z > m_dimMax.z){
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waterLevel->z = m_dimMax.z;
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*waterPosition = FLOATER_UNDER_WATER;
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}else if(waterLevel->z < m_dimMin.z){
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waterLevel->z = m_dimMin.z;
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*waterPosition = FLOATER_ABOVE_WATER;
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}
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}
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bool
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cBuoyancy::CalcBuoyancyForce(CPhysical *phys, CVector *point, CVector *impulse)
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{
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@ -36,10 +36,12 @@ public:
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CVector m_impulsePoint;
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bool ProcessBuoyancy(CPhysical *phys, float buoyancy, CVector *point, CVector *impulse);
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bool ProcessBuoyancyBoat(CVehicle *phys, float buoyancy, CVector *point, CVector *impulse, bool bNoTurnForce);
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void PreCalcSetup(CPhysical *phys, float buoyancy);
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void SimpleCalcBuoyancy(void);
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float SimpleSumBuoyancyData(CVector &waterLevel, tWaterLevel waterPosition);
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void FindWaterLevel(const CVector &zpos, CVector *waterLevel, tWaterLevel *waterPosition);
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void FindWaterLevelNorm(const CVector &zpos, CVector *waterLevel, tWaterLevel *waterPosition, CVector *normal);
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bool CalcBuoyancyForce(CPhysical *phys, CVector *impulse, CVector *point);
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};
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extern cBuoyancy mod_Buoyancy;
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Reference in a new issue