2019-06-02 17:13:56 +02:00
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#pragma once
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#include "Vehicle.h"
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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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2019-07-11 02:22:01 +02:00
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float field_288;
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float field_28C;
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float field_290;
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float field_294;
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float field_298;
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float field_29C;
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float field_2A0;
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float field_2A4;
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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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2020-01-23 18:32:35 +01:00
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uint8 m_bBoatFlag1 : 1;
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uint8 m_bBoatFlag2 : 1;
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uint8 m_bBoatFlag3 : 1;
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uint8 m_bBoatFlag4 : 1;
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uint8 m_bBoatFlag5 : 1;
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uint8 m_bBoatFlag6 : 1;
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uint8 m_bBoatFlag7 : 1;
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uint8 m_bBoatFlag8 : 1;
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2019-06-29 22:15:55 +02:00
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bool m_bIsAnchored;
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2019-07-11 02:22:01 +02:00
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char _pad0[2];
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float field_2C4;
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int32 _unk1;
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float field_2CC;
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CEntity *field_2D0;
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bool _unk2;
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char _pad1[3];
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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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char _pad2[3];
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int32 _unk3;
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float m_fTurnForceZ;
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CVector m_vecMoveForce;
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float field_2FC;
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uint16 field_300;
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uint16 m_nNumWakePoints;
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CVector2D m_avec2dWakePoints[32];
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float m_afWakePointLifeTime[32];
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2019-06-30 12:59:55 +02:00
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CBoat(int, uint8);
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2020-01-23 18:32:35 +01:00
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virtual void SetModelIndex(uint32 id);
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virtual void ProcessControl();
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virtual void Teleport(CVector v);
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virtual void PreRender(void) {};
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virtual void Render(void);
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virtual void ProcessControlInputs(uint8);
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virtual void GetComponentWorldPosition(int32 component, CVector &pos);
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virtual bool IsComponentPresent(int32 component) { return true; }
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virtual void BlowUpCar(CEntity *ent);
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2019-07-11 02:22:01 +02:00
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2020-01-23 18:32:35 +01:00
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void SetupModelNodes();
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2019-07-11 02:22:01 +02:00
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static CBoat *(&apFrameWakeGeneratingBoats)[4];
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static bool IsSectorAffectedByWake(CVector2D sector, float fSize, CBoat **apBoats);
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static float IsVertexAffectedByWake(CVector vecVertex, CBoat *pBoat);
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static void FillBoatList(void);
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2019-07-11 02:48:36 +02:00
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2019-06-02 17:13:56 +02:00
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};
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static_assert(sizeof(CBoat) == 0x484, "CBoat: error");
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2019-07-11 02:22:01 +02:00
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extern float MAX_WAKE_LENGTH;
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extern float MIN_WAKE_INTERVAL;
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extern float WAKE_LIFETIME;
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