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re3/src/vehicles/Boat.cpp

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#include "common.h"
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#include "main.h"
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#include "General.h"
#include "Timecycle.h"
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#include "Weather.h"
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#include "HandlingMgr.h"
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#include "CarAI.h"
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#include "CarCtrl.h"
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#include "RwHelper.h"
#include "ModelIndices.h"
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#include "VisibilityPlugins.h"
#include "DMAudio.h"
#include "Camera.h"
#include "Darkel.h"
#include "Explosion.h"
#include "Particle.h"
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#include "ParticleObject.h"
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#include "WaterLevel.h"
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#include "Floater.h"
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#include "World.h"
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#include "Stats.h"
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#include "Pools.h"
#include "Pad.h"
#include "Boat.h"
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#include "AnimBlendAssociation.h"
#include "RpAnimBlend.h"
#include "Record.h"
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#include "Shadows.h"
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//--MIAMI: file done
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#define INVALID_ORIENTATION (-9999.99f)
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float CBoat::MAX_WAKE_LENGTH = 50.0f;
float CBoat::MIN_WAKE_INTERVAL = 2.0f;
float CBoat::WAKE_LIFETIME = 150.0f;
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float fShapeLength = 0.4f;
float fShapeTime = 0.05f;
float fRangeMult = 0.6f;
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float fTimeMult = 1.2f/CBoat::WAKE_LIFETIME;
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CBoat *CBoat::apFrameWakeGeneratingBoats[4];
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const uint32 CBoat::nSaveStructSize =
#ifdef COMPATIBLE_SAVES
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1216;
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#else
sizeof(CBoat);
#endif
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CBoat::CBoat(int mi, uint8 owner) : CVehicle(owner)
{
CVehicleModelInfo *minfo = (CVehicleModelInfo*)CModelInfo::GetModelInfo(mi);
m_vehType = VEHICLE_TYPE_BOAT;
m_fAccelerate = 0.0f;
m_fBrake = 0.0f;
m_fSteeringLeftRight = 0.0f;
m_nPadID = 0;
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m_fMovingRotation = 0.0f;
m_fMovingSpeed = 0.0f;
m_skimmerThingTimer = 0.0f;
m_nPoliceShoutTimer = CTimer::GetTimeInMilliseconds();
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SetModelIndex(mi);
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pHandling = mod_HandlingManager.GetHandlingData((tVehicleType)minfo->m_handlingId);
pFlyingHandling = mod_HandlingManager.GetFlyingPointer((tVehicleType)minfo->m_handlingId);
pBoatHandling = mod_HandlingManager.GetBoatPointer((tVehicleType)minfo->m_handlingId);
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minfo->ChooseVehicleColour(m_currentColour1, m_currentColour2);
m_fMass = pHandling->fMass;
m_fTurnMass = pHandling->fTurnMass / 2.0f;
m_vecCentreOfMass = pHandling->CentreOfMass;
m_fAirResistance = pHandling->Dimension.x * pHandling->Dimension.z / m_fMass;
m_fElasticity = 0.1f;
m_fBuoyancy = pHandling->fBuoyancy;
m_fSteerAngle = 0.0f;
m_fGasPedal = 0.0f;
m_fBrakePedal = 0.0f;
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m_boat_unused3 = false;
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m_fVolumeUnderWater = 7.0f;
m_fPrevVolumeUnderWater = 7.0f;
m_vecBuoyancePoint = CVector(0.0f, 0.0f, 0.0f);
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m_nDeltaVolumeUnderWater = 0;
bBoatInWater = true;
bPropellerInWater = true;
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bIsInWater = true;
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m_phys_unused1 = 0.0f;
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m_boat_unused2 = 0;
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m_bIsAnchored = true;
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m_fOrientation = INVALID_ORIENTATION;
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bTouchingWater = true;
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m_fDamage = 0.0f;
m_pSetOnFireEntity = nil;
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m_nNumWakePoints = 0;
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for (int16 i = 0; i < ARRAY_SIZE(m_afWakePointLifeTime); i++)
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m_afWakePointLifeTime[i] = 0.0f;
m_nAmmoInClip = 20;
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if(GetModelIndex() == MI_MARQUIS)
m_boom.Init(-PI/10.0f, PI/10.0f, 0, 2);
else
m_boom.Init(-PI/5.0f, PI/5.0f, 0, 2);
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}
void
CBoat::SetModelIndex(uint32 id)
{
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CVehicle::SetModelIndex(id);
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SetupModelNodes();
}
void
CBoat::GetComponentWorldPosition(int32 component, CVector &pos)
{
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pos = *RwMatrixGetPos(RwFrameGetLTM(m_aBoatNodes[component]));
}
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void
CBoat::ProcessControl(void)
{
bool onLand = m_fDamageImpulse > 0.0f && m_vecDamageNormal.z > 0.1f;
PruneWakeTrail();
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if(bRenderScorched)
m_fBuoyancy *= 0.99f;
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#ifdef FIX_BUGS
if(FindPlayerPed() && FindPlayerPed()->m_pWanted->m_nWantedLevel > 0 && GetModelIndex() == MI_PREDATOR){
#else
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if(FindPlayerPed()->m_pWanted->m_nWantedLevel > 0 && GetModelIndex() == MI_PREDATOR){
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#endif
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CVehicle *playerVeh = FindPlayerVehicle();
if(playerVeh && playerVeh->GetVehicleAppearance() == VEHICLE_APPEARANCE_BOAT &&
(AutoPilot.m_nCarMission == MISSION_RAMPLAYER_FARAWAY ||
AutoPilot.m_nCarMission == MISSION_RAMPLAYER_CLOSE ||
AutoPilot.m_nCarMission == MISSION_BLOCKPLAYER_FARAWAY ||
AutoPilot.m_nCarMission == MISSION_BLOCKPLAYER_CLOSE ||
AutoPilot.m_nCarMission == MISSION_ATTACKPLAYER) &&
CTimer::GetTimeInMilliseconds() > m_nPoliceShoutTimer){
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DMAudio.PlayOneShot(m_audioEntityId, SOUND_PED_VCPA_PLAYER_FOUND, 0.0f);
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m_nPoliceShoutTimer = CTimer::GetTimeInMilliseconds() + 4500 + (CGeneral::GetRandomNumber()&0xFFF);
}
}
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int r, g, b;
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RwRGBA dropColor = { 0, 0, 0, 0 };
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RwRGBA splashColor, jetColor;
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r = 127.5f*(CTimeCycle::GetAmbientRed_Obj() + 0.5f*CTimeCycle::GetDirectionalRed());
g = 127.5f*(CTimeCycle::GetAmbientGreen_Obj() + 0.5f*CTimeCycle::GetDirectionalGreen());
b = 127.5f*(CTimeCycle::GetAmbientBlue_Obj() + 0.5f*CTimeCycle::GetDirectionalBlue());
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r = clamp(r, 0, 255);
g = clamp(g, 0, 255);
b = clamp(b, 0, 255);
splashColor.red = r;
splashColor.green = g;
splashColor.blue = b;
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splashColor.alpha = CGeneral::GetRandomNumberInRange(160, 196);
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r = 229.5f*(CTimeCycle::GetAmbientRed() + 0.85f*CTimeCycle::GetDirectionalRed());
g = 229.5f*(CTimeCycle::GetAmbientGreen() + 0.85f*CTimeCycle::GetDirectionalGreen());
b = 229.5f*(CTimeCycle::GetAmbientBlue() + 0.85f*CTimeCycle::GetDirectionalBlue());
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r = clamp(r, 0, 255);
g = clamp(g, 0, 255);
b = clamp(b, 0, 255);
jetColor.red = r;
jetColor.green = g;
jetColor.blue = b;
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jetColor.alpha = CGeneral::GetRandomNumberInRange(196, 228);
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CGeneral::GetRandomNumber(); // unused
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UpdateClumpAlpha();
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ProcessCarAlarm();
switch(GetStatus()){
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case STATUS_PLAYER:
m_bIsAnchored = false;
m_fOrientation = INVALID_ORIENTATION;
ProcessControlInputs(0);
if(GetModelIndex() == MI_PREDATOR)
DoFixedMachineGuns();
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if (!CRecordDataForChase::IsRecording())
DoDriveByShootings();
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break;
case STATUS_SIMPLE:
m_bIsAnchored = false;
m_fOrientation = INVALID_ORIENTATION;
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CCarAI::UpdateCarAI(this);
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CPhysical::ProcessControl();
bBoatInWater = true;
bPropellerInWater = true;
bIsInWater = true;
return;
case STATUS_PHYSICS:
m_bIsAnchored = false;
m_fOrientation = INVALID_ORIENTATION;
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CCarAI::UpdateCarAI(this);
CCarCtrl::SteerAICarWithPhysics(this);
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break;
case STATUS_ABANDONED:
case STATUS_WRECKED:
bBoatInWater = true;
bPropellerInWater = true;
bIsInWater = true;
m_fSteerAngle = 0.0;
bIsHandbrakeOn = false;
m_fBrakePedal = 0.5f;
m_fGasPedal = 0.0f;
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if((GetPosition() - FindPlayerCentreOfWorld_NoSniperShift()).Magnitude() > 150.0f){
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m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f);
m_vecTurnSpeed = CVector(0.0f, 0.0f, 0.0f);
return;
}
break;
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default: break;
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}
float collisionDamage = pHandling->fCollisionDamageMultiplier * m_fDamageImpulse;
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#ifdef FIX_BUGS
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if(GetStatus() == STATUS_PLAYER && CStats::GetPercentageProgress() >= 100.0f)
collisionDamage *= 0.5f;
if (collisionDamage > 25.0f && GetStatus() != STATUS_WRECKED && !bCollisionProof) {
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#else
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if(collisionDamage > 25.0f && GetStatus() != STATUS_WRECKED){
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#endif
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float prevHealth = m_fHealth;
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if(prevHealth >= 250.0f){
#ifndef FIX_BUGS
// if collisionDamage < 50 we actually increase health here...
if(GetStatus() == STATUS_PLAYER && CStats::GetPercentageProgress() >= 100.0f)
collisionDamage *= 0.5f;
#endif
if(this == FindPlayerVehicle()){
if(bTakeLessDamage)
m_fHealth -= (collisionDamage-25.0f)/6.0f;
else
m_fHealth -= (collisionDamage-25.0f)/2.0f;
}else{
if(collisionDamage > 60.0f && pDriver)
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pDriver->Say(SOUND_PED_ANNOYED_DRIVER);
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if(bTakeLessDamage)
m_fHealth -= (collisionDamage-25.0f)/12.0f;
else
m_fHealth -= (collisionDamage-25.0f)/4.0f;
}
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if(m_fHealth <= 0.0f && prevHealth > 0.0f){
m_fHealth = 1.0f;
m_pSetOnFireEntity = m_pDamageEntity;
}
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}
}
// Damage particles
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if(m_fHealth <= 460.0f && GetStatus() != STATUS_WRECKED &&
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Abs(GetPosition().x - TheCamera.GetPosition().x) < 200.0f &&
Abs(GetPosition().y - TheCamera.GetPosition().y) < 200.0f){
float speedSq = m_vecMoveSpeed.MagnitudeSqr();
CVector smokeDir = 0.8f*m_vecMoveSpeed;
CVector smokePos;
switch(GetModelIndex()){
case MI_SPEEDER:
smokePos = CVector(0.4f, -2.4f, 0.8f);
smokeDir += 0.05f*GetRight();
smokeDir.z += 0.2f*m_vecMoveSpeed.z;
break;
case MI_REEFER:
smokePos = CVector(2.0f, -1.0f, 0.5f);
smokeDir += 0.07f*GetRight();
break;
case MI_PREDATOR:
default:
smokePos = CVector(-1.5f, -0.5f, 1.2f);
smokeDir += -0.08f*GetRight();
break;
}
smokePos = GetMatrix() * smokePos;
// On fire
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if(m_fHealth < 250.0f){
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CParticle::AddParticle(PARTICLE_CARFLAME, smokePos,
CVector(0.0f, 0.0f, CGeneral::GetRandomNumberInRange(2.25f/200.0f, 0.09f)),
nil, 0.9f);
CVector smokePos2 = smokePos;
smokePos2.x += CGeneral::GetRandomNumberInRange(-2.25f/4.0f, 2.25f/4.0f);
smokePos2.y += CGeneral::GetRandomNumberInRange(-2.25f/4.0f, 2.25f/4.0f);
smokePos2.z += CGeneral::GetRandomNumberInRange(2.25f/4.0f, 2.25f);
CParticle::AddParticle(PARTICLE_ENGINE_SMOKE2, smokePos2, CVector(0.0f, 0.0f, 0.0f));
m_fDamage += CTimer::GetTimeStepInMilliseconds();
if(m_fDamage > 5000.0f)
BlowUpCar(m_pSetOnFireEntity);
}
if(speedSq < 0.25f && (CTimer::GetFrameCounter() + m_randomSeed) & 1)
CParticle::AddParticle(PARTICLE_ENGINE_STEAM, smokePos, smokeDir);
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if(speedSq < 0.25f && m_fHealth <= 390.0f)
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CParticle::AddParticle(PARTICLE_ENGINE_SMOKE, smokePos, 1.25f*smokeDir);
}
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bool bSeparateTurnForce = bHasHitWall;
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CPhysical::ProcessControl();
CVector buoyanceImpulse(0.0f, 0.0f, 0.0f);
CVector buoyancePoint(0.0f, 0.0f, 0.0f);
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if(mod_Buoyancy.ProcessBuoyancyBoat(this, pHandling->fBuoyancy, &buoyancePoint, &buoyanceImpulse, bSeparateTurnForce)){
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// Process boat in water
if(0.1f * m_fMass * GRAVITY*CTimer::GetTimeStep() < buoyanceImpulse.z){
bBoatInWater = true;
bIsInWater = true;
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if (GetUp().z < -0.6f && Abs(GetMoveSpeed().x) < 0.05 && Abs(GetMoveSpeed().y) < 0.05) {
bIsDrowning = true;
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if (pDriver){
pDriver->bTouchingWater = true;
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pDriver->InflictDamage(nil, WEAPONTYPE_DROWNING, CTimer::GetTimeStep(), PEDPIECE_TORSO, 0);
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}
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}
else
bIsDrowning = false;
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}else{
bBoatInWater = false;
bIsInWater = false;
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bIsDrowning = false;
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}
m_fVolumeUnderWater = mod_Buoyancy.m_volumeUnderWater;
m_vecBuoyancePoint = buoyancePoint;
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if(GetModelIndex() == MI_SKIMMER && GetUp().z < -0.5f && Abs(m_vecMoveSpeed.x) < 0.2f && Abs(m_vecMoveSpeed.y) < 0.2f)
ApplyMoveForce(0.03f*buoyanceImpulse);
else
ApplyMoveForce(buoyanceImpulse);
if(bSeparateTurnForce)
ApplyTurnForce(0.4f*buoyanceImpulse, buoyancePoint);
// TODO: what is this?
if(GetModelIndex() == MI_SKIMMER)
if(m_skimmerThingTimer != 0.0f ||
GetForward().z < -0.5f && GetUp().z > -0.5f && m_vecMoveSpeed.z < -0.15f &&
buoyanceImpulse.z > 0.01f*m_fMass * GRAVITY*CTimer::GetTimeStep() &&
buoyanceImpulse.z < 0.4f*m_fMass * GRAVITY*CTimer::GetTimeStep()){
float turnImpulse = -0.00017f*GetForward().z*buoyanceImpulse.z * m_fMass*CTimer::GetTimeStep();
ApplyTurnForce(turnImpulse*GetForward(), GetUp());
bBoatInWater = false;
//BUG? aren't we forgetting the timestep here?
float moveImpulse = -0.5f*DotProduct(m_vecMoveSpeed, GetForward()) * m_fMass;
ApplyMoveForce(moveImpulse*GetForward());
if(m_skimmerThingTimer == 0.0f)
m_skimmerThingTimer = CTimer::GetTimeInMilliseconds() + 300.0f;
else if(m_skimmerThingTimer < CTimer::GetTimeInMilliseconds())
m_skimmerThingTimer = 0.0f;
}
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if(!onLand && bBoatInWater && GetUp().z > 0.0f){
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float impulse = m_vecMoveSpeed.MagnitudeSqr()*pBoatHandling->fAqPlaneForce*buoyanceImpulse.z*CTimer::GetTimeStep()*0.5f;
if(GetModelIndex() == MI_SKIMMER)
impulse *= 1.0f + m_fGasPedal;
else if(m_fGasPedal > 0.05f)
impulse *= m_fGasPedal;
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else
impulse = 0.0f;
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impulse = Min(impulse, GRAVITY*pBoatHandling->fAqPlaneLimit*m_fMass*CTimer::GetTimeStep());
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ApplyMoveForce(impulse*GetUp());
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ApplyTurnForce(impulse*GetUp(), buoyancePoint - pBoatHandling->fAqPlaneOffset*GetForward());
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}
// Handle boat moving forward
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float fwdSpeed = 1.0f;
if(Abs(m_fGasPedal) > 0.05f || (fwdSpeed = m_vecMoveSpeed.Magnitude2D()) > 0.01f){
if(bBoatInWater && fwdSpeed > 0.05f)
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AddWakePoint(GetPosition());
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float steerFactor = 1.0f;
if(GetStatus() == STATUS_PLAYER){
float steerLoss = DotProduct(m_vecMoveSpeed, GetForward())*pHandling->fTractionBias;
if(CPad::GetPad(0)->GetHandBrake())
steerLoss *= 0.5f;
steerFactor -= steerLoss;
steerFactor = clamp(steerFactor, 0.0f, 1.0f);
}
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CVector boundMin = GetColModel()->boundingBox.min;
CVector propeller(0.0f, boundMin.y*pBoatHandling->fThrustY, boundMin.z*pBoatHandling->fThrustZ);
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propeller = Multiply3x3(GetMatrix(), propeller);
CVector propellerWorld = GetPosition() + propeller;
float steerSin = Sin(-m_fSteerAngle * steerFactor);
float steerCos = Cos(-m_fSteerAngle * steerFactor);
float waterLevel;
CWaterLevel::GetWaterLevel(propellerWorld, &waterLevel, true);
if(propellerWorld.z-0.5f < waterLevel){
float propellerDepth = waterLevel - (propellerWorld.z - 0.5f);
if(propellerDepth > 1.0f)
propellerDepth = 1.0f;
else
propellerDepth = SQR(propellerDepth);
bPropellerInWater = true;
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bool bSlowAhead = false;
if(Abs(m_fGasPedal) > 0.01f && GetModelIndex() != MI_SKIMMER){
if(Abs(m_fGasPedal) < 0.05f)
bSlowAhead = true;
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CVector forceDir = Multiply3x3(GetMatrix(), CVector(-steerSin, steerCos, -Abs(m_fSteerAngle)));
CVector force = propellerDepth * m_fGasPedal * 40.0f * pHandling->Transmission.fEngineAcceleration * pHandling->fMass * forceDir;
if(force.z > 0.2f)
force.z = SQR(1.2f - force.z) + 0.2f;
if(onLand){
if(m_fGasPedal < 0.0f){
force.x *= 5.0f;
force.y *= 5.0f;
}
if(force.z < 0.0f)
force.z = 0.0f;
ApplyMoveForce(force * CTimer::GetTimeStep());
}else{
ApplyMoveForce(force * CTimer::GetTimeStep());
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ApplyTurnForce(force * CTimer::GetTimeStep(), propeller - pBoatHandling->fThrustAppZ*GetUp());
float rightForce = -DotProduct(GetRight(), force)*pHandling->fTractionMultiplier;
ApplyTurnForce(rightForce*GetRight() * CTimer::GetTimeStep(), GetUp());
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}
// Spray some particles
CVector jetDir = -0.04f * force;
if(m_fGasPedal > 0.0f){
if(GetStatus() == STATUS_PLAYER){
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CVector sternPos = GetColModel()->boundingBox.min;
sternPos.x = 0.0f;
sternPos.z = 0.0f;
sternPos = Multiply3x3(GetMatrix(), sternPos);
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CVector wakePos = GetPosition() + sternPos;
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// no actual particles for player...
}else if(IsVisible() && ((CTimer::GetFrameCounter() + m_randomSeed) & 1) &&
CVisibilityPlugins::GetDistanceSquaredFromCamera(&propellerWorld) < SQR(70.0f * TheCamera.GenerationDistMultiplier)){
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jetDir.z = 0.015f;
jetDir.x *= 3.5f;
jetDir.y *= 3.5f;
propellerWorld.z += 0.5f;
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CParticle::AddParticle(PARTICLE_BOAT_SPLASH, propellerWorld, jetDir, nil, 1.25f, jetColor,
CGeneral::GetRandomNumberInRange(0, 5),
CGeneral::GetRandomNumberInRange(0, 90), 1, 500);
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CParticle::AddParticle(PARTICLE_CAR_SPLASH, propellerWorld, 0.75f * jetDir, nil, 0.5f, splashColor,
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CGeneral::GetRandomNumberInRange(0, 30),
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CGeneral::GetRandomNumberInRange(0, 45), 3, 500);
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}
}
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}else
bSlowAhead = true;
if(!onLand && bSlowAhead){
float force = pHandling->fTractionLoss*DotProduct(m_vecMoveSpeed, GetForward());
force = Min(force, 0.01f*m_fTurnMass);
if(m_fGasPedal > 0.01f){
if(GetStatus() == STATUS_PLAYER)
force *= (0.55f - Abs(m_fGasPedal)) * 1.3f;
else
force *= (0.55f - Abs(m_fGasPedal)) * 2.5f;
}
if(m_fGasPedal < 0.0f && force > 0.0f || m_fGasPedal > 0.0f && force < 0.0f)
force *= -1.0f;
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CVector propellerForce = propellerDepth * Multiply3x3(GetMatrix(), force*CVector(-steerSin, 0.0f, 0.0f));
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ApplyMoveForce(propellerForce * CTimer::GetTimeStep());
ApplyTurnForce(propellerForce * CTimer::GetTimeStep(), propeller);
float rightForce = -steerSin * force * 0.75f/steerFactor * Max(CTimer::GetTimeStep(), 0.01f);
ApplyTurnForce(GetRight() * rightForce, GetUp());
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}
}else
bPropellerInWater = false;
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if(pHandling->fSuspensionBias != 0.0f){
CVector right = CrossProduct(GetForward(), CVector(0.0f, 0.0f, 1.0f));
float rightSpeed = DotProduct(m_vecMoveSpeed, right);
float impulse = 0.1f*pHandling->fSuspensionBias * m_fMass * m_fVolumeUnderWater * rightSpeed * CTimer::GetTimeStep();
ApplyMoveForce(right - impulse * 0.3f * CVector(-right.y, right.x, 0.0f));
}
if(GetStatus() == STATUS_PLAYER && CPad::GetPad(0)->GetHandBrake()){
float fwdSpeed = DotProduct(m_vecMoveSpeed, GetForward());
if(fwdSpeed > 0.0f){
float impulse = -0.1f*pHandling->fSuspensionLowerLimit * m_fMass * m_fVolumeUnderWater * fwdSpeed * CTimer::GetTimeStep();
ApplyMoveForce(impulse * GetForward());
}
}
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}
// Slow down or push down boat as it approaches the world limits
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m_vecMoveSpeed.x = Min(m_vecMoveSpeed.x, -(GetPosition().x - (WORLD_MAX_X-100.0f))*0.01f); // east
m_vecMoveSpeed.x = Max(m_vecMoveSpeed.x, -(GetPosition().x - (WORLD_MIN_X+100.0f))*0.01f); // west
m_vecMoveSpeed.y = Min(m_vecMoveSpeed.y, -(GetPosition().y - (WORLD_MAX_Y-100.0f))*0.01f); // north
m_vecMoveSpeed.y = Max(m_vecMoveSpeed.y, -(GetPosition().y - (WORLD_MIN_Y+100.0f))*0.01f); // south
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if(!onLand && bBoatInWater && !bSeparateTurnForce)
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ApplyWaterResistance();
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if((GetModelIndex() != MI_SKIMMER || m_skimmerThingTimer == 0.0f) && !bSeparateTurnForce){
// No idea what exactly is going on here besides drag in YZ
float fx = Pow(pBoatHandling->vecTurnRes.x, CTimer::GetTimeStep());
float fy = Pow(pBoatHandling->vecTurnRes.y, CTimer::GetTimeStep());
float fz = Pow(pBoatHandling->vecTurnRes.z, CTimer::GetTimeStep());
m_vecTurnSpeed = Multiply3x3(m_vecTurnSpeed, GetMatrix()); // invert - to local space
// TODO: figure this out
float magic = 1.0f/(1000.0f * SQR(m_vecTurnSpeed.x) + 1.0f) * fx;
m_vecTurnSpeed.y *= fy;
m_vecTurnSpeed.z *= fz;
float forceUp = (magic - 1.0f) * m_vecTurnSpeed.x * m_fTurnMass;
m_vecTurnSpeed = Multiply3x3(GetMatrix(), m_vecTurnSpeed); // back to world
CVector com = Multiply3x3(GetMatrix(), m_vecCentreOfMass);
ApplyTurnForce(forceUp*GetUp(), com + GetForward());
}
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m_nDeltaVolumeUnderWater = (m_fVolumeUnderWater-m_fPrevVolumeUnderWater)*10000;
// Falling into water
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if(!onLand && bBoatInWater && GetUp().z > 0.0f){
float splashVol = m_nDeltaVolumeUnderWater*pBoatHandling->fWaveAudioMult;
if(splashVol > 200.0f)
DMAudio.PlayOneShot(m_audioEntityId, SOUND_CAR_SPLASH, splashVol);
if(m_nDeltaVolumeUnderWater > 200){
float speedUp = m_vecMoveSpeed.MagnitudeSqr() * m_nDeltaVolumeUnderWater * 0.001f;
if(speedUp + m_vecMoveSpeed.z > pHandling->fBrakeDeceleration)
speedUp = pHandling->fBrakeDeceleration - m_vecMoveSpeed.z;
if(speedUp < 0.0f) speedUp = 0.0f;
float speedFwd = DotProduct(m_vecMoveSpeed, GetForward());
speedFwd *= -m_nDeltaVolumeUnderWater * 0.01f * pHandling->fBrakeBias;
CVector speed = speedFwd*GetForward() + CVector(0.0f, 0.0f, speedUp);
CVector splashImpulse = speed * m_fMass;
ApplyMoveForce(splashImpulse);
ApplyTurnForce(splashImpulse, buoyancePoint);
}
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}
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// Splashes
float speed = m_vecMoveSpeed.Magnitude();
if(speed > 0.05f && GetUp().x > 0.0f && !TheCamera.GetLookingForwardFirstPerson() && IsVisible() &&
(AutoPilot.m_nCarMission != MISSION_CRUISE || (CTimer::GetFrameCounter()&2) == 0)){
CVector splashPos, splashDir;
float splashSize, front, waterLevel;
switch(GetModelIndex()){
case MI_RIO:
splashSize = speed;
front = 0.9f * GetColModel()->boundingBox.max.y;
splashDir = -0.5f * m_vecMoveSpeed;
splashDir.z += 0.25f*speed;
splashDir += 0.35f*speed*GetRight();
splashPos = GetPosition() + 1.85f*GetRight() + front*GetForward();
splashPos.z += 0.5f;
break;
case MI_SQUALO:
splashSize = speed;
front = 0.75f * GetColModel()->boundingBox.max.y;
splashDir = -0.125f * m_vecMoveSpeed;
splashDir.z += 0.15f*speed;
splashDir += 0.25f*speed*GetRight();
splashPos = GetPosition() + m_vecBuoyancePoint + 0.5f*GetRight() + front*GetForward();
splashPos.z += 0.5f;
break;
case MI_REEFER:
splashSize = speed;
front = 0.75f * GetColModel()->boundingBox.max.y;
splashDir = -0.5f * m_vecMoveSpeed;
splashDir.z += 0.15f*speed;
splashDir += 0.5f*speed*GetRight();
splashPos = GetPosition() + m_vecBuoyancePoint + 1.3f*GetRight() + front*GetForward();
break;
case MI_COASTG:
splashSize = 0.25f*speed;
front = 0.8f * GetColModel()->boundingBox.max.y;
splashDir = 0.165f * m_vecMoveSpeed;
splashDir.z += 0.25f*speed;
splashDir += 0.15f*speed*GetRight();
splashPos = GetPosition() + 0.65f*GetRight() + front*GetForward();
splashPos.z += 0.5f;
break;
case MI_DINGHY:
splashSize = 0.25f*speed;
front = 0.9f * GetColModel()->boundingBox.max.y;
splashDir = 0.35f * m_vecMoveSpeed;
splashDir.z += 0.25f*speed;
splashDir += 0.25f*speed*GetRight();
splashPos = GetPosition() + 0.6f*GetRight() + front*GetForward();
splashPos.z += 0.5f;
break;
default:
splashSize = speed;
front = 0.9f * GetColModel()->boundingBox.max.y;
splashDir = -0.5f * m_vecMoveSpeed;
splashDir.z += 0.25f*speed;
splashDir += 0.35f*speed*GetRight();
splashPos = GetPosition() + m_vecBuoyancePoint + 0.5f*GetRight() + front*GetForward();
break;
}
if(splashSize > 0.75f) splashSize = 0.75f;
if(AutoPilot.m_nCarMission == MISSION_CRUISE)
splashDir *= 1.5f;
static float lifeMult = 1000.0f;
static float lifeBase = 300.0f;
splashDir.z += 0.0003f*m_nDeltaVolumeUnderWater;
CWaterLevel::GetWaterLevel(splashPos, &waterLevel, true);
if(splashPos.z-waterLevel < 3.0f &&
CVisibilityPlugins::GetDistanceSquaredFromCamera(&splashPos) < SQR(70.0f * TheCamera.GenerationDistMultiplier)){
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splashPos.z = waterLevel + 0.1f;
CParticle::AddParticle(PARTICLE_CAR_SPLASH, splashPos, 0.75f*splashDir, nil, splashSize+0.1f, splashColor,
CGeneral::GetRandomNumberInRange(0.0f, 10.0f), CGeneral::GetRandomNumberInRange(0.0f, 90.0f),
1, lifeBase + splashDir.z*lifeMult);
CParticle::AddParticle(PARTICLE_BOAT_SPLASH, splashPos, splashDir, nil, splashSize, jetColor,
CGeneral::GetRandomNumberInRange(0.0f, 0.4f), CGeneral::GetRandomNumberInRange(0.0f, 45.0f),
0, lifeBase + splashDir.z*lifeMult);
}
switch(GetModelIndex()){
case MI_RIO:
splashDir = -0.5f * m_vecMoveSpeed;
splashDir.z += 0.25f*speed;
splashDir -= 0.35f*speed*GetRight();
splashPos = GetPosition() - 1.85f*GetRight() + front*GetForward();
splashPos.z += 0.5f;
break;
case MI_SQUALO:
splashDir = -0.125f * m_vecMoveSpeed;
splashDir.z += 0.15f*speed;
splashDir -= 0.25f*speed*GetRight();
splashPos = GetPosition() + m_vecBuoyancePoint - 0.5f*GetRight() + front*GetForward();
splashPos.z += 0.5f;
break;
case MI_REEFER:
splashDir = -0.5f * m_vecMoveSpeed;
splashDir.z += 0.15f*speed;
splashDir -= 0.5f*speed*GetRight();
splashPos = GetPosition() + m_vecBuoyancePoint - 1.3f*GetRight() + front*GetForward();
break;
case MI_COASTG:
splashDir = 0.165f * m_vecMoveSpeed;
splashDir.z += 0.25f*speed;
splashDir -= 0.15f*speed*GetRight();
splashPos = GetPosition() - 0.65f*GetRight() + front*GetForward();
splashPos.z += 0.5f;
break;
case MI_DINGHY:
splashDir = 0.35f * m_vecMoveSpeed;
splashDir.z += 0.25f*speed;
splashDir -= 0.25f*speed*GetRight();
splashPos = GetPosition() - 0.6f*GetRight() + front*GetForward();
splashPos.z += 0.5f;
break;
default:
splashDir = -0.5f * m_vecMoveSpeed;
splashDir.z += 0.25f*speed;
splashDir -= 0.35f*speed*GetRight();
splashPos = GetPosition() + m_vecBuoyancePoint - 0.5f*GetRight() + front*GetForward();
break;
}
if(AutoPilot.m_nCarMission == MISSION_CRUISE)
splashDir *= 1.5f;
splashDir.z += 0.0003f*m_nDeltaVolumeUnderWater;
CWaterLevel::GetWaterLevel(splashPos, &waterLevel, true);
if(splashPos.z-waterLevel < 3.0f &&
CVisibilityPlugins::GetDistanceSquaredFromCamera(&splashPos) < SQR(70.0f * TheCamera.GenerationDistMultiplier)){
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splashPos.z = waterLevel + 0.1f;
CParticle::AddParticle(PARTICLE_CAR_SPLASH, splashPos, 0.75f*splashDir, nil, splashSize+0.1f, splashColor,
CGeneral::GetRandomNumberInRange(0.0f, 10.0f), CGeneral::GetRandomNumberInRange(0.0f, 90.0f),
1, lifeBase + splashDir.z*lifeMult);
CParticle::AddParticle(PARTICLE_BOAT_SPLASH, splashPos, splashDir, nil, splashSize, jetColor,
CGeneral::GetRandomNumberInRange(0.0f, 0.4f), CGeneral::GetRandomNumberInRange(0.0f, 45.0f),
0, lifeBase + splashDir.z*lifeMult);
}
}
// Spray waterdrops on screen
if(TheCamera.GetLookingForwardFirstPerson() && FindPlayerVehicle() && FindPlayerVehicle()->IsBoat() &&
m_nDeltaVolumeUnderWater > 0 && numWaterDropOnScreen < 20){
CVector dropPos;
CVector dropDir(CGeneral::GetRandomNumberInRange(-0.25f, 0.25f), CGeneral::GetRandomNumberInRange(1.0f, 0.75f), 0.0f);
int frm = CGeneral::GetRandomNumber() & 1;
if(TheCamera.m_CameraAverageSpeed < 0.35f){
dropPos.x = CGeneral::GetRandomNumberInRange(50, (int)SCREEN_WIDTH-50);
dropPos.y = CGeneral::GetRandomNumberInRange(50, (int)SCREEN_HEIGHT-50);
}else{
dropPos.x = CGeneral::GetRandomNumberInRange(200, (int)SCREEN_WIDTH-200);
dropPos.y = CGeneral::GetRandomNumberInRange(150, (int)SCREEN_HEIGHT-150);
}
dropPos.z = 1.0f;
if(TheCamera.m_CameraAverageSpeed > 0.35f){
if((int)SCREEN_WIDTH / 2 < dropPos.x)
dropPos.x += CGeneral::GetRandomNumberInRange(0.35f, TheCamera.m_CameraAverageSpeed)*7.5f;
else
dropPos.x -= CGeneral::GetRandomNumberInRange(0.35f, TheCamera.m_CameraAverageSpeed)*7.5f;
if((int)SCREEN_HEIGHT / 2 < dropPos.y)
dropPos.y += CGeneral::GetRandomNumberInRange(0.35f, TheCamera.m_CameraAverageSpeed)*7.5f;
else
dropPos.y -= CGeneral::GetRandomNumberInRange(0.35f, TheCamera.m_CameraAverageSpeed)*7.5f;
}
if(CParticle::AddParticle(PARTICLE_WATERDROP, dropPos, dropDir, nil,
CGeneral::GetRandomNumberInRange(0.1f, 0.15f), dropColor, 0, 0, frm))
numWaterDropOnScreen++;
}
if(m_fPrevVolumeUnderWater == 0.0f && m_fVolumeUnderWater > 0.0f && GetModelIndex() == MI_SKIMMER){
CVector splashDir(0.0f, 0.0f, 0.25f*speed);
CVector splashPos = GetPosition();
float level;
CWaterLevel::GetWaterLevel(splashPos, &level, true);
splashPos.z = level;
CParticleObject::AddObject(POBJECT_CAR_WATER_SPLASH, splashPos, splashDir, 0.0f, 65, splashColor, true);
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}
m_fPrevVolumeUnderWater = m_fVolumeUnderWater;
}else{
bBoatInWater = false;
bIsInWater = false;
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#ifdef FIX_BUGS
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bIsDrowning = false;
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#endif
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}
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if(m_modelIndex == MI_SKIMMER && CTimer::GetTimeStep() > 0.0f){
if(GetStatus() == STATUS_PLAYER){
if(m_fMovingSpeed < 0.22f)
m_fMovingSpeed += 0.001f*CTimer::GetTimeStep();
FlyingControl(FLIGHT_MODEL_SEAPLANE);
}else{
if(m_fMovingSpeed > 0.0005f*CTimer::GetTimeStep())
m_fMovingSpeed -= 0.0005f*CTimer::GetTimeStep();
else
m_fMovingSpeed = 0.0f;
}
}else if(bCheat8)
FlyingControl(FLIGHT_MODEL_PLANE);
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if(m_bIsAnchored){
m_vecMoveSpeed.x = 0.0f;
m_vecMoveSpeed.y = 0.0f;
if(m_fOrientation == INVALID_ORIENTATION){
m_fOrientation = GetForward().Heading();
}else{
// is this some inlined CPlaceable method?
CVector pos = GetPosition();
GetMatrix().RotateZ(m_fOrientation - GetForward().Heading());
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GetMatrix().SetTranslateOnly(pos);
}
}
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ProcessDelayedExplosion();
}
void
CBoat::ProcessControlInputs(uint8 pad)
{
m_nPadID = pad;
if(m_nPadID > 3)
m_nPadID = 3;
m_fBrake += (CPad::GetPad(pad)->GetBrake()/255.0f - m_fBrake)*0.1f;
m_fBrake = clamp(m_fBrake, 0.0f, 1.0f);
if(m_fBrake < 0.05f){
m_fBrake = 0.0f;
m_fAccelerate += (CPad::GetPad(pad)->GetAccelerate()/255.0f - m_fAccelerate)*0.1f;
m_fAccelerate = clamp(m_fAccelerate, 0.0f, 1.0f);
}else
m_fAccelerate = -m_fBrake*0.3f;
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m_fSteeringLeftRight += (-CPad::GetPad(pad)->GetSteeringLeftRight()/128.0f - m_fSteeringLeftRight)*0.2f;
m_fSteeringLeftRight = clamp(m_fSteeringLeftRight, -1.0f, 1.0f);
float steeringSq = m_fSteeringLeftRight < 0.0f ? -SQR(m_fSteeringLeftRight) : SQR(m_fSteeringLeftRight);
m_fSteerAngle = pHandling->fSteeringLock * DEGTORAD(steeringSq);
m_fGasPedal = m_fAccelerate;
}
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float fSeaPlaneWaterResistance = 30.0f;
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void
CBoat::ApplyWaterResistance(void)
{
// TODO: figure out how this works
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float resistance = 0.001f * pHandling->fSuspensionForceLevel * SQR(m_fVolumeUnderWater) * m_fMass;
if(GetModelIndex() == MI_SKIMMER)
resistance *= fSeaPlaneWaterResistance;
float fwdSpeed = DotProduct(GetMoveSpeed(), GetForward());
float magic = (SQR(fwdSpeed) + 0.05f) * resistance + 1.0f;
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magic = Abs(magic);
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float fx = Pow(pBoatHandling->vecMoveRes.x/magic, 0.5f*CTimer::GetTimeStep());
float fy = Pow(pBoatHandling->vecMoveRes.y/magic, 0.5f*CTimer::GetTimeStep());
float fz = Pow(pBoatHandling->vecMoveRes.z/magic, 0.5f*CTimer::GetTimeStep());
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m_vecMoveSpeed = Multiply3x3(m_vecMoveSpeed, GetMatrix()); // invert - to local space
m_vecMoveSpeed.x *= fx;
m_vecMoveSpeed.y *= fy;
m_vecMoveSpeed.z *= fz;
float force = (fy - 1.0f) * m_vecMoveSpeed.y * m_fMass;
m_vecMoveSpeed = Multiply3x3(GetMatrix(), m_vecMoveSpeed); // back to world
ApplyTurnForce(force*GetForward(), -GetUp());
if(m_vecMoveSpeed.z > 0.0f)
m_vecMoveSpeed.z *= fz;
else
m_vecMoveSpeed.z *= (1.0f - fz)*0.5f + fz;
}
RwObject*
GetBoatAtomicObjectCB(RwObject *object, void *data)
{
RpAtomic *atomic = (RpAtomic*)object;
assert(RwObjectGetType(object) == rpATOMIC);
if(RpAtomicGetFlags(atomic) & rpATOMICRENDER)
*(RpAtomic**)data = atomic;
return object;
}
void
CBoat::BlowUpCar(CEntity *culprit)
{
RpAtomic *atomic;
RwFrame *frame;
RwMatrix *matrix;
CObject *obj;
if(!bCanBeDamaged)
return;
// explosion pushes vehicle up
m_vecMoveSpeed.z += 0.13f;
SetStatus(STATUS_WRECKED);
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bRenderScorched = true;
m_fHealth = 0.0;
m_nBombTimer = 0;
TheCamera.CamShake(0.7f, GetPosition().x, GetPosition().y, GetPosition().z);
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KillPedsInVehicle();
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bEngineOn = false;
bLightsOn = false;
ChangeLawEnforcerState(false);
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CExplosion::AddExplosion(this, culprit, EXPLOSION_BOAT, GetPosition(), 0);
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CDarkel::RegisterCarBlownUpByPlayer(this);
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if(m_aBoatNodes[BOAT_MOVING] == nil)
return;
// much like CAutomobile::SpawnFlyingComponent from here on
atomic = nil;
RwFrameForAllObjects(m_aBoatNodes[BOAT_MOVING], GetBoatAtomicObjectCB, &atomic);
if(atomic == nil)
return;
obj = new CObject();
if(obj == nil)
return;
obj->SetModelIndexNoCreate(MI_CAR_WHEEL);
// object needs base model
obj->RefModelInfo(GetModelIndex());
// create new atomic
matrix = RwFrameGetLTM(m_aBoatNodes[BOAT_MOVING]);
frame = RwFrameCreate();
atomic = RpAtomicClone(atomic);
*RwFrameGetMatrix(frame) = *matrix;
RpAtomicSetFrame(atomic, frame);
CVisibilityPlugins::SetAtomicRenderCallback(atomic, nil);
obj->AttachToRwObject((RwObject*)atomic);
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obj->bDontStream = true;
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// init object
obj->m_fMass = 10.0f;
obj->m_fTurnMass = 25.0f;
obj->m_fAirResistance = 0.99f;
obj->m_fElasticity = 0.1f;
obj->m_fBuoyancy = obj->m_fMass*GRAVITY/0.75f;
obj->ObjectCreatedBy = TEMP_OBJECT;
obj->SetIsStatic(false);
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obj->bIsPickup = false;
// life time
CObject::nNoTempObjects++;
obj->m_nEndOfLifeTime = CTimer::GetTimeInMilliseconds() + 20000;
obj->m_vecMoveSpeed = m_vecMoveSpeed;
if(GetUp().z > 0.0f)
obj->m_vecMoveSpeed.z = 0.3f;
else
obj->m_vecMoveSpeed.z = 0.0f;
obj->m_vecTurnSpeed = m_vecTurnSpeed*2.0f;
obj->m_vecTurnSpeed.x = 0.5f;
// push component away from boat
CVector dist = obj->GetPosition() - GetPosition();
dist.Normalise();
if(GetUp().z > 0.0f)
dist += GetUp();
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obj->GetMatrix().GetPosition() += dist;
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CWorld::Add(obj);
atomic = nil;
RwFrameForAllObjects(m_aBoatNodes[BOAT_MOVING], GetBoatAtomicObjectCB, &atomic);
if(atomic)
RpAtomicSetFlags(atomic, 0);
}
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void
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CBoat::PreRender(void)
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{
CMatrix matrix;
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CVector pos;
RpAtomic *atomic;
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if(GetModelIndex() == MI_SKIMMER){
m_fMovingRotation += m_fMovingSpeed*CTimer::GetTimeStep();
if(m_fMovingRotation > TWOPI) m_fMovingRotation -= TWOPI;
int alpha = (1.0f - Min(2.0f*m_fMovingSpeed*8.0f/PI, 1.0f))*255.0f;
if(GetStatus() == STATUS_PLAYER || GetStatus() == STATUS_PLAYER_REMOTE || GetStatus() == STATUS_PLAYER_PLAYBACKFROMBUFFER){
if(m_aBoatNodes[BOAT_RUDDER]){
float sine = Sin(m_fSteerAngle);
matrix.Attach(RwFrameGetMatrix(m_aBoatNodes[BOAT_RUDDER]));
pos = matrix.GetPosition();
matrix.SetRotate(0.0f, 0.0f, -m_fSteerAngle);
matrix.Rotate(0.0f, DEGTORAD(22.0f)*sine, 0.0f);
matrix.Translate(pos);
matrix.UpdateRW();
}
if(m_aBoatNodes[BOAT_FLAP_LEFT]){
matrix.Attach(RwFrameGetMatrix(m_aBoatNodes[BOAT_FLAP_LEFT]));
pos = matrix.GetPosition();
matrix.SetRotateX(-m_fSteerAngle);
matrix.Translate(pos);
matrix.UpdateRW();
}
if(m_aBoatNodes[BOAT_FLAP_RIGHT]){
matrix.Attach(RwFrameGetMatrix(m_aBoatNodes[BOAT_FLAP_RIGHT]));
pos = matrix.GetPosition();
matrix.SetRotateX(m_fSteerAngle);
matrix.Translate(pos);
matrix.UpdateRW();
}
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// FIX: Planes can also be controlled with GetCarGunUpDown
#ifdef FIX_BUGS
static float steeringUpDown = 0.0f;
steeringUpDown += ((Abs(CPad::GetPad(0)->GetCarGunUpDown()) > 1.0f ? (-CPad::GetPad(0)->GetCarGunUpDown() / 128.0f) : (-CPad::GetPad(0)->GetSteeringUpDown() / 128.0f)) - steeringUpDown) * Min(1.f, CTimer::GetTimeStep() / 5.f);
#else
float steeringUpDown = -CPad::GetPad(0)->GetSteeringUpDown()/128.0f;
#endif
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if(m_aBoatNodes[BOAT_REARFLAP_LEFT]){
matrix.Attach(RwFrameGetMatrix(m_aBoatNodes[BOAT_REARFLAP_LEFT]));
pos = matrix.GetPosition();
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matrix.SetRotateX(steeringUpDown);
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matrix.Translate(pos);
matrix.UpdateRW();
}
if(m_aBoatNodes[BOAT_REARFLAP_RIGHT]){
matrix.Attach(RwFrameGetMatrix(m_aBoatNodes[BOAT_REARFLAP_RIGHT]));
pos = matrix.GetPosition();
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matrix.SetRotateX(steeringUpDown);
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matrix.Translate(pos);
matrix.UpdateRW();
}
}
if(m_aBoatNodes[BOAT_MOVING]){
matrix.Attach(RwFrameGetMatrix(m_aBoatNodes[BOAT_MOVING]));
pos = matrix.GetPosition();
matrix.SetRotateY(m_fMovingRotation);
matrix.Translate(pos);
matrix.UpdateRW();
atomic = nil;
RwFrameForAllObjects(m_aBoatNodes[BOAT_MOVING], GetBoatAtomicObjectCB, &atomic);
if(atomic)
SetComponentAtomicAlpha(atomic, alpha);
}
if(m_aBoatNodes[BOAT_WINDSCREEN]){
matrix.Attach(RwFrameGetMatrix(m_aBoatNodes[BOAT_WINDSCREEN]));
pos = matrix.GetPosition();
matrix.SetRotateY(-m_fMovingRotation);
matrix.Translate(pos);
matrix.UpdateRW();
atomic = nil;
RwFrameForAllObjects(m_aBoatNodes[BOAT_WINDSCREEN], GetBoatAtomicObjectCB, &atomic);
if(atomic)
SetComponentAtomicAlpha(atomic, Max(150-alpha, 0));
}
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CShadows::StoreShadowForVehicle(this, VEH_SHD_TYPE_SEAPLANE);
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}else if(GetModelIndex() == MI_COASTG || GetModelIndex() == MI_DINGHY || GetModelIndex() == MI_RIO ||
GetModelIndex() == MI_SQUALO || GetModelIndex() == MI_MARQUIS){
if(m_aBoatNodes[BOAT_RUDDER]){
matrix.Attach(RwFrameGetMatrix(m_aBoatNodes[BOAT_RUDDER]));
pos = matrix.GetPosition();
matrix.SetRotateZ(-m_fSteerAngle);
matrix.Translate(pos);
matrix.UpdateRW();
}
if(m_aBoatNodes[BOAT_REARFLAP_LEFT]){
matrix.Attach(RwFrameGetMatrix(m_aBoatNodes[BOAT_REARFLAP_LEFT]));
pos = matrix.GetPosition();
matrix.SetRotateZ(-m_fSteerAngle);
matrix.Translate(pos);
matrix.UpdateRW();
}
if(m_aBoatNodes[BOAT_REARFLAP_RIGHT]){
matrix.Attach(RwFrameGetMatrix(m_aBoatNodes[BOAT_REARFLAP_RIGHT]));
pos = matrix.GetPosition();
matrix.SetRotateZ(-m_fSteerAngle);
matrix.Translate(pos);
matrix.UpdateRW();
}
}
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if(GetModelIndex() == MI_RIO || GetModelIndex() == MI_MARQUIS){
float axes[3] = { 0.0f, 0.0f, 0.0f };
m_boom.Process(this);
axes[m_boom.m_nAxis] = m_boom.m_fAngle;
matrix.Attach(RwFrameGetMatrix(m_aBoatNodes[BOAT_FLAP_LEFT]));
pos = matrix.GetPosition();
matrix.SetRotate(axes[0], axes[1], axes[2]);
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matrix.Translate(pos);
matrix.UpdateRW();
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}
if(GetModelIndex() == MI_RIO){
// That little wind propeller
if(m_aBoatNodes[BOAT_FLAP_RIGHT]){
matrix.Attach(RwFrameGetMatrix(m_aBoatNodes[BOAT_FLAP_RIGHT]));
pos = matrix.GetPosition();
float flapHeading = matrix.GetForward().Heading();
float boatHeading = GetForward().Heading();
float rot = -DEGTORAD(45.0f) - (flapHeading + boatHeading);
// eh what?
rot = CGeneral::LimitRadianAngle(rot);
if(rot > HALFPI) rot = PI;
else if(rot < -HALFPI) rot = -PI;
rot = clamp(rot, -DEGTORAD(63.0f), DEGTORAD(63.0f));
m_fMovingSpeed += (0.008f * CWeather::Wind + 0.002f) * rot;
m_fMovingSpeed *= Pow(0.9985f, CTimer::GetTimeStep())/(500.0f*SQR(m_fMovingSpeed) + 1.0f);
matrix.SetRotateZ(flapHeading + m_fMovingSpeed*CTimer::GetTimeStep());
matrix.Translate(pos);
matrix.UpdateRW();
}
if(m_aBoatNodes[BOAT_MOVING]){
matrix.Attach(RwFrameGetMatrix(m_aBoatNodes[BOAT_MOVING]));
pos = matrix.GetPosition();
matrix.SetRotateY(m_fMovingRotation);
matrix.Translate(pos);
matrix.UpdateRW();
CVector wind = CVector(0.707f, 0.707f, 0.0f) * (CWeather::Wind + 0.15f)*0.4f;
m_fMovingRotation += (m_vecMoveSpeed + wind).Magnitude()*CTimer::GetTimeStep();
}
}else if(GetModelIndex() == MI_PREDATOR || GetModelIndex() == MI_REEFER){
if (m_aBoatNodes[BOAT_MOVING] != nil) {
matrix.Attach(RwFrameGetMatrix(m_aBoatNodes[BOAT_MOVING]));
CVector pos = matrix.GetPosition();
matrix.SetRotateZ(m_fMovingRotation);
matrix.Translate(pos);
matrix.UpdateRW();
if (CVehicle::bWheelsOnlyCheat) {
RpAtomicRender((RpAtomic*)GetFirstObject(m_aBoatNodes[BOAT_MOVING]));
}
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}
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m_fMovingRotation += 0.02f * CTimer::GetTimeStep();
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}
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}
RwIm3DVertex KeepWaterOutVertices[4];
RwImVertexIndex KeepWaterOutIndices[6];
void
CBoat::Render()
{
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((CVehicleModelInfo*)CModelInfo::GetModelInfo(GetModelIndex()))->SetVehicleColour(m_currentColour1, m_currentColour2);
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m_nSetPieceExtendedRangeTime = CTimer::GetTimeInMilliseconds() + 3000;
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if (!CVehicle::bWheelsOnlyCheat)
CEntity::Render();
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#ifdef NEW_RENDERER
if(!gbNewRenderer)
#endif
RenderWaterOutPolys(); // not separate function in VC
}
void
CBoat::RenderWaterOutPolys(void)
{
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if(GetModelIndex() == MI_SKIMMER)
return;
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KeepWaterOutIndices[0] = 0;
KeepWaterOutIndices[1] = 2;
KeepWaterOutIndices[2] = 1;
KeepWaterOutIndices[3] = 1;
KeepWaterOutIndices[4] = 2;
KeepWaterOutIndices[5] = 3;
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RwIm3DVertexSetRGBA(&KeepWaterOutVertices[0], 255, 255, 255, 255);
RwIm3DVertexSetRGBA(&KeepWaterOutVertices[1], 255, 255, 255, 255);
RwIm3DVertexSetRGBA(&KeepWaterOutVertices[2], 255, 255, 255, 255);
RwIm3DVertexSetRGBA(&KeepWaterOutVertices[3], 255, 255, 255, 255);
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switch (GetModelIndex()) {
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case MI_RIO:
RwIm3DVertexSetPos(&KeepWaterOutVertices[0], -1.3f, -1.016f, 0.51f);
RwIm3DVertexSetPos(&KeepWaterOutVertices[1], 1.3f, -1.016f, 0.51f);
RwIm3DVertexSetPos(&KeepWaterOutVertices[2], -1.3f, -2.832f, 0.51f);
RwIm3DVertexSetPos(&KeepWaterOutVertices[3], 1.3f, -2.832f, 0.51f);
break;
case MI_SQUALO:
RwIm3DVertexSetPos(&KeepWaterOutVertices[0], -1.222f, 2.004f, 0.846f);
RwIm3DVertexSetPos(&KeepWaterOutVertices[1], 1.222f, 2.004f, 0.846f);
RwIm3DVertexSetPos(&KeepWaterOutVertices[2], -1.24f, -1.367f, 0.846f);
RwIm3DVertexSetPos(&KeepWaterOutVertices[3], 1.24f, -1.367f, 0.846f);
break;
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case MI_SPEEDER:
RwIm3DVertexSetPos(&KeepWaterOutVertices[0], -1.15f, 3.61f, 1.03f);
RwIm3DVertexSetPos(&KeepWaterOutVertices[1], 1.15f, 3.61f, 1.03f);
RwIm3DVertexSetPos(&KeepWaterOutVertices[2], -1.15f, 0.06f, 1.03f);
RwIm3DVertexSetPos(&KeepWaterOutVertices[3], 1.15f, 0.06f, 1.03f);
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break;
case MI_REEFER:
RwIm3DVertexSetPos(&KeepWaterOutVertices[0], -1.9f, 2.83f, 1.0f);
RwIm3DVertexSetPos(&KeepWaterOutVertices[1], 1.9f, 2.83f, 1.0f);
RwIm3DVertexSetPos(&KeepWaterOutVertices[2], -1.66f, -4.48f, 0.83f);
RwIm3DVertexSetPos(&KeepWaterOutVertices[3], 1.66f, -4.48f, 0.83f);
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break;
case MI_PREDATOR:
RwIm3DVertexSetPos(&KeepWaterOutVertices[0], -1.45f, 1.9f, 0.96f);
RwIm3DVertexSetPos(&KeepWaterOutVertices[1], 1.45f, 1.9f, 0.96f);
RwIm3DVertexSetPos(&KeepWaterOutVertices[2], -1.45f, -3.75f, 0.96f);
RwIm3DVertexSetPos(&KeepWaterOutVertices[3], 1.45f, -3.75f, 0.96f);
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break;
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case MI_TROPIC:
RwIm3DVertexSetPos(&KeepWaterOutVertices[0], -1.886f, -2.347f, 0.787f);
RwIm3DVertexSetPos(&KeepWaterOutVertices[1], 1.886f, -2.347f, 0.787f);
RwIm3DVertexSetPos(&KeepWaterOutVertices[2], -1.886f, -4.67f, 0.842f);
RwIm3DVertexSetPos(&KeepWaterOutVertices[3], 1.886f, -4.67f, 0.842f);
break;
case MI_COASTG:
RwIm3DVertexSetPos(&KeepWaterOutVertices[0], -0.663f, 3.565f, 0.382f);
RwIm3DVertexSetPos(&KeepWaterOutVertices[1], 0.663f, 3.565f, 0.382f);
RwIm3DVertexSetPos(&KeepWaterOutVertices[2], -1.087f, 0.83f, 0.381f);
RwIm3DVertexSetPos(&KeepWaterOutVertices[3], 1.087f, 0.83f, 0.381f);
break;
case MI_DINGHY:
RwIm3DVertexSetPos(&KeepWaterOutVertices[0], -0.797f, 1.641f, 0.573f);
RwIm3DVertexSetPos(&KeepWaterOutVertices[1], 0.797f, 1.641f, 0.573f);
RwIm3DVertexSetPos(&KeepWaterOutVertices[2], -0.865f, -1.444f, 0.509f);
RwIm3DVertexSetPos(&KeepWaterOutVertices[3], 0.865f, -1.444f, 0.509f);
break;
case MI_MARQUIS:
RwIm3DVertexSetPos(&KeepWaterOutVertices[0], -1.246f, -1.373f, 0.787f);
RwIm3DVertexSetPos(&KeepWaterOutVertices[1], 1.246f, -1.373f, 0.787f);
RwIm3DVertexSetPos(&KeepWaterOutVertices[2], -1.023f, -5.322f, 0.787f);
RwIm3DVertexSetPos(&KeepWaterOutVertices[3], 1.023f, -5.322f, 0.787f);
break;
default:
return;
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}
KeepWaterOutVertices[0].u = 0.0f;
KeepWaterOutVertices[0].v = 0.0f;
KeepWaterOutVertices[1].u = 1.0f;
KeepWaterOutVertices[1].v = 0.0f;
KeepWaterOutVertices[2].u = 0.0f;
KeepWaterOutVertices[2].v = 1.0f;
KeepWaterOutVertices[3].u = 1.0f;
KeepWaterOutVertices[3].v = 1.0f;
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#ifdef NEW_RENDERER
if(!gbNewRenderer)
#endif
{
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RwRenderStateSet(rwRENDERSTATETEXTURERASTER, gpWaterRaster);
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE);
RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)FALSE);
RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDZERO);
RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDONE);
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}
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if (!CVehicle::bWheelsOnlyCheat && RwIm3DTransform(KeepWaterOutVertices, 4, GetMatrix().m_attachment, rwIM3D_VERTEXUV)) {
RwIm3DRenderIndexedPrimitive(rwPRIMTYPETRILIST, KeepWaterOutIndices, 6);
RwIm3DEnd();
}
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bool drawAnotherRect = false;
if(GetModelIndex() == MI_COASTG){
drawAnotherRect = true;
RwIm3DVertexSetPos(&KeepWaterOutVertices[0], -1.087f, 0.831f, 0.381f);
RwIm3DVertexSetPos(&KeepWaterOutVertices[1], 1.087f, 0.831f, 0.381f);
RwIm3DVertexSetPos(&KeepWaterOutVertices[2], -1.097f, -2.977f, 0.381f);
RwIm3DVertexSetPos(&KeepWaterOutVertices[3], 1.097f, -2.977f, 0.381f);
}
if(drawAnotherRect){
KeepWaterOutVertices[0].u = 0.0f;
KeepWaterOutVertices[0].v = 0.0f;
KeepWaterOutVertices[1].u = 1.0f;
KeepWaterOutVertices[1].v = 0.0f;
KeepWaterOutVertices[2].u = 0.0f;
KeepWaterOutVertices[2].v = 1.0f;
KeepWaterOutVertices[3].u = 1.0f;
KeepWaterOutVertices[3].v = 1.0f;
if (!CVehicle::bWheelsOnlyCheat && RwIm3DTransform(KeepWaterOutVertices, 4, GetMatrix().m_attachment, rwIM3D_VERTEXUV)) {
RwIm3DRenderIndexedPrimitive(rwPRIMTYPETRILIST, KeepWaterOutIndices, 6);
RwIm3DEnd();
}
}
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#ifdef NEW_RENDERER
if(!gbNewRenderer)
#endif
{
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RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)TRUE);
RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDSRCALPHA);
RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDINVSRCALPHA);
}
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}
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void
CBoat::Teleport(CVector v)
{
CWorld::Remove(this);
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SetPosition(v);
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SetOrientation(0.0f, 0.0f, 0.0f);
SetMoveSpeed(0.0f, 0.0f, 0.0f);
SetTurnSpeed(0.0f, 0.0f, 0.0f);
CWorld::Add(this);
}
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//--MIAMI: unused
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bool
CBoat::IsSectorAffectedByWake(CVector2D sector, float fSize, CBoat **apBoats)
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{
uint8 numVerts = 0;
if ( apFrameWakeGeneratingBoats[0] == NULL )
return false;
for ( int32 i = 0; i < 4; i++ )
{
CBoat *pBoat = apFrameWakeGeneratingBoats[i];
if ( !pBoat )
break;
for ( int j = 0; j < pBoat->m_nNumWakePoints; j++ )
{
float fDist = (WAKE_LIFETIME - pBoat->m_afWakePointLifeTime[j]) * fShapeTime + float(j) * fShapeLength + fSize;
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if ( Abs(pBoat->m_avec2dWakePoints[j].x - sector.x) < fDist
&& Abs(pBoat->m_avec2dWakePoints[i].y - sector.y) < fDist )
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{
apBoats[numVerts] = pBoat;
numVerts = 1; // += ?
break;
}
}
}
return numVerts != 0;
}
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//--MIAMI: unused
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float
CBoat::IsVertexAffectedByWake(CVector vecVertex, CBoat *pBoat)
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{
for ( int i = 0; i < pBoat->m_nNumWakePoints; i++ )
{
float fMaxDist = (WAKE_LIFETIME - pBoat->m_afWakePointLifeTime[i]) * fShapeTime + float(i) * fShapeLength;
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CVector2D vecDist = pBoat->m_avec2dWakePoints[i] - CVector2D(vecVertex);
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float fDist = vecDist.MagnitudeSqr();
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if ( fDist < SQR(fMaxDist) )
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return 1.0f - Min(fRangeMult * Sqrt(fDist / SQR(fMaxDist)) + (WAKE_LIFETIME - pBoat->m_afWakePointLifeTime[i]) * fTimeMult, 1.0f);
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}
return 0.0f;
}
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void
CBoat::SetupModelNodes()
{
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int i;
for(i = 0; i < ARRAY_SIZE(m_aBoatNodes); i++)
m_aBoatNodes[i] = nil;
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CClumpModelInfo::FillFrameArray(GetClump(), m_aBoatNodes);
}
void
CBoat::FillBoatList()
{
int16 frameId = 0;
apFrameWakeGeneratingBoats[0] = nil;
apFrameWakeGeneratingBoats[1] = nil;
apFrameWakeGeneratingBoats[2] = nil;
apFrameWakeGeneratingBoats[3] = nil;
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CVector2D camPos = TheCamera.GetPosition();
CVector2D camFwd = TheCamera.GetForward();
float camDist = camFwd.Magnitude();
if(camDist > 0.0f)
camFwd /= camDist;
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for (int i = CPools::GetVehiclePool()->GetSize() - 1; i >= 0; i--) {
CBoat *boat = (CBoat *)(CPools::GetVehiclePool()->GetSlot(i));
if (boat && boat->m_vehType == VEHICLE_TYPE_BOAT) {
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if (boat->m_nNumWakePoints != 0) {
CVector2D camToBoat = CVector2D(boat->GetPosition()) - camPos;
float distToCam = DotProduct2D(camFwd, camToBoat);
if(distToCam > 100.0f || distToCam < -15.0f)
continue;
float distSq = camToBoat.MagnitudeSqr();
if(distSq > SQR(70.0f))
continue;
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if (frameId >= ARRAY_SIZE(apFrameWakeGeneratingBoats)) {
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float nearest = 999999.88f;
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int16 frameId2 = -1;
for (int16 j = 0; j < ARRAY_SIZE(apFrameWakeGeneratingBoats); j++) {
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float tmpDistSq = (CVector2D(apFrameWakeGeneratingBoats[j]->GetPosition()) - camPos).MagnitudeSqr();
if (tmpDistSq < nearest) {
nearest = tmpDistSq;
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frameId2 = j;
}
}
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if (frameId2 != -1 &&
(distSq < nearest || boat->GetStatus() == STATUS_PLAYER))
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apFrameWakeGeneratingBoats[frameId2] = boat;
} else {
apFrameWakeGeneratingBoats[frameId++] = boat;
}
}
}
}
}
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void
CBoat::PruneWakeTrail(void)
{
int i;
for(i = 0; i < ARRAY_SIZE(m_afWakePointLifeTime); i++){
if(m_afWakePointLifeTime[i] <= 0.0f)
break;
if(m_afWakePointLifeTime[i] <= CTimer::GetTimeStep()){
m_afWakePointLifeTime[i] = 0.0f;
break;
}
m_afWakePointLifeTime[i] -= CTimer::GetTimeStep();
}
m_nNumWakePoints = i;
}
void
CBoat::AddWakePoint(CVector point)
{
int i;
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if(m_afWakePointLifeTime[0] > 0.0f){
if((CVector2D(GetPosition()) - m_avec2dWakePoints[0]).MagnitudeSqr() < SQR(2.0f)) {
if(GetStatus() == STATUS_PLAYER){
if(m_nNumWakePoints >= 31)
m_nNumWakePoints = 31;
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}else if(VehicleCreatedBy == MISSION_VEHICLE){
if(m_nNumWakePoints >= 20)
m_nNumWakePoints = 20;
}else{
if(m_nNumWakePoints >= 15)
m_nNumWakePoints = 15;
}
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for(i = m_nNumWakePoints; i != 0; i--){
m_avec2dWakePoints[i] = m_avec2dWakePoints[i-1];
m_afWakePointLifeTime[i] = m_afWakePointLifeTime[i-1];
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}
m_avec2dWakePoints[0] = point;
m_afWakePointLifeTime[0] = 150.0f;
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if(m_nNumWakePoints < ARRAY_SIZE(m_afWakePointLifeTime))
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m_nNumWakePoints++;
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}
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}else{
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m_avec2dWakePoints[0] = point;
m_afWakePointLifeTime[0] = 150.0f;
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m_nNumWakePoints = 1;
}
}
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void
CBoat::DoDriveByShootings(void)
{
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CAnimBlendAssociation *anim = nil;
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CPlayerInfo* playerInfo = ((CPlayerPed*)pDriver)->GetPlayerInfoForThisPlayerPed();
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if (playerInfo && !playerInfo->m_bDriveByAllowed)
return;
CWeapon *weapon = pDriver->GetWeapon();
if(CWeaponInfo::GetWeaponInfo(weapon->m_eWeaponType)->m_nWeaponSlot != 5)
return;
weapon->Update(pDriver->m_audioEntityId, nil);
bool lookingLeft = false;
bool lookingRight = false;
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if(TheCamera.Cams[TheCamera.ActiveCam].Mode == CCam::MODE_TOPDOWN ||
TheCamera.m_bObbeCinematicCarCamOn){
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if(CPad::GetPad(0)->GetLookLeft())
lookingLeft = true;
if(CPad::GetPad(0)->GetLookRight())
lookingRight = true;
}else{
if(TheCamera.Cams[TheCamera.ActiveCam].LookingLeft)
lookingLeft = true;
if(TheCamera.Cams[TheCamera.ActiveCam].LookingRight)
lookingRight = true;
}
if(lookingLeft || lookingRight){
if(lookingLeft){
anim = RpAnimBlendClumpGetAssociation(pDriver->GetClump(), ANIM_DRIVEBY_R);
if(anim)
anim->blendDelta = -1000.0f;
anim = RpAnimBlendClumpGetAssociation(pDriver->GetClump(), ANIM_DRIVEBY_L);
if(anim == nil || anim->blendDelta < 0.0f)
anim = CAnimManager::AddAnimation(pDriver->GetClump(), ASSOCGRP_STD, ANIM_DRIVEBY_L);
}else if(pDriver->m_pMyVehicle->pPassengers[0] == nil || TheCamera.Cams[TheCamera.ActiveCam].Mode == CCam::MODE_1STPERSON){
anim = RpAnimBlendClumpGetAssociation(pDriver->GetClump(), ANIM_DRIVEBY_L);
if(anim)
anim->blendDelta = -1000.0f;
anim = RpAnimBlendClumpGetAssociation(pDriver->GetClump(), ANIM_DRIVEBY_R);
if(anim == nil || anim->blendDelta < 0.0f)
anim = CAnimManager::AddAnimation(pDriver->GetClump(), ASSOCGRP_STD, ANIM_DRIVEBY_R);
}
if (!anim || !anim->IsRunning()) {
if (CPad::GetPad(0)->GetCarGunFired() && CTimer::GetTimeInMilliseconds() > weapon->m_nTimer) {
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weapon->FireFromCar(this, lookingLeft, true);
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weapon->m_nTimer = CTimer::GetTimeInMilliseconds() + 70;
}
}
}else{
weapon->Reload();
anim = RpAnimBlendClumpGetAssociation(pDriver->GetClump(), ANIM_DRIVEBY_L);
if(anim)
anim->blendDelta = -1000.0f;
anim = RpAnimBlendClumpGetAssociation(pDriver->GetClump(), ANIM_DRIVEBY_R);
if(anim)
anim->blendDelta = -1000.0f;
}
}
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#ifdef COMPATIBLE_SAVES
void
CBoat::Save(uint8*& buf)
{
CVehicle::Save(buf);
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SkipSaveBuf(buf, 1216 - 672);
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}
void
CBoat::Load(uint8*& buf)
{
CVehicle::Load(buf);
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SkipSaveBuf(buf, 1216 - 672);
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}
#endif