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fix boats
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@ -401,10 +401,10 @@ CBoat::ProcessControl(void)
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}
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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-50.0f))*0.01f); // east
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m_vecMoveSpeed.x = Max(m_vecMoveSpeed.x, -(GetPosition().x - (WORLD_MIN_X+50.0f))*0.01f); // west
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m_vecMoveSpeed.y = Min(m_vecMoveSpeed.y, -(GetPosition().y - (WORLD_MAX_Y-50.0f))*0.01f); // north
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m_vecMoveSpeed.y = Max(m_vecMoveSpeed.y, -(GetPosition().y - (WORLD_MIN_Y+50.0f))*0.01f); // south
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m_vecMoveSpeed.x = Min(m_vecMoveSpeed.x, -(GetPosition().x - (WORLD_MAX_X-100.0f))*0.01f); // east
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m_vecMoveSpeed.x = Max(m_vecMoveSpeed.x, -(GetPosition().x - (WORLD_MIN_X+100.0f))*0.01f); // west
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m_vecMoveSpeed.y = Min(m_vecMoveSpeed.y, -(GetPosition().y - (WORLD_MAX_Y-100.0f))*0.01f); // north
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m_vecMoveSpeed.y = Max(m_vecMoveSpeed.y, -(GetPosition().y - (WORLD_MIN_Y+100.0f))*0.01f); // south
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if(!onLand && bBoatInWater)
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ApplyWaterResistance();
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