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https://gitlab.com/GaryOderNichts/re3-wiiu.git
synced 2024-11-23 09:39:16 +01:00
fixed buoyancy; implemented CAutomobile::ProcessBuoyancy
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ae69aaf5ce
commit
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@ -2,9 +2,10 @@
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#include "patcher.h"
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#include "ParticleObject.h"
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WRAPPER void CParticleObject::AddObject(uint16 type, const CVector &pos, bool remove) { EAXJMP(0x4BC4D0); }
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WRAPPER void CParticleObject::AddObject(uint16 type, const CVector &pos, float size, bool remove) { EAXJMP(0x4BC520); }
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WRAPPER void CParticleObject::AddObject(uint16 type, const CVector &pos, const CVector &dir, float size, bool remove) { EAXJMP(0x4BC570); }
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WRAPPER void CParticleObject::AddObject(uint16 type, const CVector &pos, uint8 remove) { EAXJMP(0x4BC4D0); }
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WRAPPER void CParticleObject::AddObject(uint16 type, const CVector &pos, float size, uint8 remove) { EAXJMP(0x4BC520); }
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WRAPPER void CParticleObject::AddObject(uint16 type, const CVector &pos, const CVector &dir, float size, uint8 remove) { EAXJMP(0x4BC570); }
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WRAPPER void CParticleObject::AddObject(uint16 type, const CVector &pos, const CVector &dir, float size, uint32, const RwRGBA &col, uint8 remove) { EAXJMP(0x4BC5B0); }
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// Converted from static void __cdecl CParticleObject::Initialise() 0x42C760
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void CParticleObject::Initialise()
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@ -29,9 +29,10 @@ enum eParticleObjectType
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class CParticleObject : CPlaceable
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{
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public:
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static void AddObject(uint16 type, const CVector &pos, bool remove);
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static void AddObject(uint16 type, const CVector &pos, float size, bool remove);
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static void AddObject(uint16 type, const CVector &pos, const CVector &dir, float size, bool remove);
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static void AddObject(uint16 type, const CVector &pos, uint8 remove);
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static void AddObject(uint16 type, const CVector &pos, float size, uint8 remove);
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static void AddObject(uint16 type, const CVector &pos, const CVector &dir, float size, uint8 remove);
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static void AddObject(uint16 type, const CVector &pos, const CVector &dir, float size, uint32, const RwRGBA &col, uint8 remove);
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static void Initialise();
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static void UpdateAll();
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};
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@ -7,12 +7,16 @@
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#include "ModelIndices.h"
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#include "VisibilityPlugins.h"
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#include "DMAudio.h"
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#include "TimeCycle.h"
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#include "Camera.h"
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#include "Darkel.h"
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#include "Rubbish.h"
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#include "Fire.h"
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#include "Explosion.h"
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#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 "SurfaceTable.h"
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#include "HandlingMgr.h"
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@ -49,7 +53,7 @@ CAutomobile::CAutomobile(int32 id, uint8 CreatedBy)
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bTaxiLight = m_sAllTaxiLights;
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m_auto_flagA20 = false;
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m_auto_flagA40 = false;
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m_auto_flagA80 = false;
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bWaterTight = false;
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SetModelIndex(id);
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@ -1179,10 +1183,6 @@ CAutomobile::ProcessControl(void)
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m_vecTurnSpeed.z = 0.0f;
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}
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}
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// TEMP
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if(pDriver)
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pDriver->m_fHealth = 100.0f;
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}
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void
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@ -1431,9 +1431,130 @@ CAutomobile::HydraulicControl(void)
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{ EAXJMP(0x52D4E0);
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}
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WRAPPER void
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void
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CAutomobile::ProcessBuoyancy(void)
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{ EAXJMP(0x5308D0);
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{
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int i;
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CVector impulse, point;
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if(mod_Buoyancy.ProcessBuoyancy(this, m_fBuoyancy, &point, &impulse)){
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m_flagD8 = true;
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ApplyMoveForce(impulse);
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ApplyTurnForce(impulse, point);
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CVector initialSpeed = m_vecMoveSpeed;
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float timeStep = max(CTimer::GetTimeStep(), 0.01f);
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float impulseRatio = impulse.z / (GRAVITY * m_fMass * timeStep);
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float waterResistance = Pow(1.0f - 0.05f*impulseRatio, CTimer::GetTimeStep());
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m_vecMoveSpeed *= waterResistance;
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m_vecTurnSpeed *= waterResistance;
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if(impulseRatio > 0.5f){
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bIsInWater = true;
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if(m_vecMoveSpeed.z < -0.1f)
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m_vecMoveSpeed.z = -0.1f;
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if(pDriver){
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pDriver->bIsInWater = true;
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if(pDriver->IsPlayer() || !bWaterTight)
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pDriver->InflictDamage(nil, WEAPONTYPE_WATER, CTimer::GetTimeStep(), PEDPIECE_TORSO, 0);
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}
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for(i = 0; i < m_nNumMaxPassengers; i++)
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if(pPassengers[i]){
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pPassengers[i]->bIsInWater = true;
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if(pPassengers[i]->IsPlayer() || !bWaterTight)
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pPassengers[i]->InflictDamage(nil, WEAPONTYPE_WATER, CTimer::GetTimeStep(), PEDPIECE_TORSO, 0);
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}
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}else
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bIsInWater = false;
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static uint32 nGenerateRaindrops = 0;
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static uint32 nGenerateWaterCircles = 0;
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if(initialSpeed.z < -0.3f && impulse.z > 0.3f){
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RwRGBA color;
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color.red = (0.5f * CTimeCycle::GetDirectionalRed() + CTimeCycle::GetAmbientRed())*0.45f*255;
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color.green = (0.5f * CTimeCycle::GetDirectionalGreen() + CTimeCycle::GetAmbientGreen())*0.45f*255;
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color.blue = (0.5f * CTimeCycle::GetDirectionalBlue() + CTimeCycle::GetAmbientBlue())*0.45f*255;
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color.alpha = CGeneral::GetRandomNumberInRange(0, 32) + 128;
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CParticleObject::AddObject(POBJECT_CAR_WATER_SPLASH, GetPosition(),
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CVector(0.0f, 0.0f, CGeneral::GetRandomNumberInRange(0.15f, 0.3f)),
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0.0f, 75, color, true);
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nGenerateRaindrops = CTimer::GetTimeInMilliseconds() + 300;
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nGenerateWaterCircles = CTimer::GetTimeInMilliseconds() + 60;
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if(m_vecMoveSpeed.z < -0.2f)
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m_vecMoveSpeed.z = -0.2f;
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DMAudio.PlayOneShot(m_audioEntityId, SOUND_WATER_FALL, 0.0f);
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}
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if(nGenerateWaterCircles > 0 && nGenerateWaterCircles < CTimer::GetTimeInMilliseconds()){
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CVector pos = GetPosition();
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float waterLevel = 0.0f;
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if(CWaterLevel::GetWaterLevel(pos.x, pos.y, pos.z, &waterLevel, false))
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pos.z = waterLevel;
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static RwRGBA black;
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if(pos.z != 0.0f){
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nGenerateWaterCircles = 0;
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pos.z += 1.0f;
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for(i = 0; i < 4; i++){
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CVector p = pos;
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p.x += CGeneral::GetRandomNumberInRange(-2.5f, 2.5f);
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p.y += CGeneral::GetRandomNumberInRange(-2.5f, 2.5f);
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CParticle::AddParticle(PARTICLE_RAIN_SPLASH_BIGGROW,
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p, CVector(0.0f, 0.0f, 0.0f),
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nil, 0.0f, black, 0, 0, 0, 0);
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}
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}
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}
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if(nGenerateRaindrops > 0 && nGenerateRaindrops < CTimer::GetTimeInMilliseconds()){
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CVector pos = GetPosition();
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float waterLevel = 0.0f;
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if(CWaterLevel::GetWaterLevel(pos.x, pos.y, pos.z, &waterLevel, false))
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pos.z = waterLevel;
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static RwRGBA black;
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if(pos.z >= 0.0f){
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nGenerateRaindrops = 0;
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pos.z += 0.5;
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CParticleObject::AddObject(POBJECT_SPLASHES_AROUND,
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pos, CVector(0.0f, 0.0f, 0.0f), 6.5f, 2500, black, true);
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}
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}
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}else{
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bIsInWater = false;
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m_flagD8 = false;
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static RwRGBA splashCol = {155, 155, 185, 196};
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static RwRGBA smokeCol = {255, 255, 255, 255};
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for(i = 0; i < 4; i++){
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if(m_aSuspensionSpringRatio[i] < 1.0f && m_aWheelColPoints[i].surfaceB == SURFACE_PUDDLE){
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CVector pos = m_aWheelColPoints[i].point + 0.3f*GetUp() - GetPosition();
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CVector vSpeed = GetSpeed(pos);
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vSpeed.z = 0.0f;
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float fSpeed = vSpeed.MagnitudeSqr();
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if(fSpeed > sq(0.05f)){
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fSpeed = Sqrt(fSpeed);
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float size = min((fSpeed < 0.15f ? 0.25f : 0.75f)*fSpeed, 0.6f);
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CVector right = 0.2f*fSpeed*GetRight() + 0.2f*vSpeed;
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CParticle::AddParticle(PARTICLE_PED_SPLASH,
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pos + GetPosition(), -0.5f*right,
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nil, size, splashCol,
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CGeneral::GetRandomNumberInRange(0.0f, 10.0f),
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CGeneral::GetRandomNumberInRange(0.0f, 90.0f), 1, 0);
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CParticle::AddParticle(PARTICLE_RUBBER_SMOKE,
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pos + GetPosition(), -0.6f*right,
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nil, size, smokeCol, 0, 0, 0, 0);
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if((CTimer::GetFrameCounter() & 0xF) == 0)
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DMAudio.PlayOneShot(m_audioEntityId, SOUND_CAR_SPLASH, 2000.0f*fSpeed);
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}
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}
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}
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}
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}
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void
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@ -48,7 +48,7 @@ public:
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uint8 bHadDriver : 1; // for bombs
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uint8 m_auto_flagA20 : 1;
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uint8 m_auto_flagA40 : 1;
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uint8 m_auto_flagA80 : 1;
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uint8 bWaterTight : 1; // no damage for non-player peds
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uint8 bNotDamagedUpsideDown : 1;
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uint8 bMoreResistantToDamage : 1;
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uint8 field_4DB;
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@ -22,7 +22,7 @@ static float fBoatVolumeDistribution[9] = {
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};
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bool
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cBuoyancy::ProcessBuoyancy(CPhysical *phys, float buoyancy, CVector *impulse, CVector *point)
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cBuoyancy::ProcessBuoyancy(CPhysical *phys, float buoyancy, CVector *point, CVector *impulse)
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{
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m_numSteps = 2.0f;
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@ -32,7 +32,7 @@ cBuoyancy::ProcessBuoyancy(CPhysical *phys, float buoyancy, CVector *impulse, CV
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PreCalcSetup(phys, buoyancy);
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SimpleCalcBuoyancy();
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float f = CalcBuoyancyForce(phys, impulse, point);
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float f = CalcBuoyancyForce(phys, point, impulse);
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if(m_isBoat)
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return true;
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return f != 0.0f;
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@ -82,7 +82,7 @@ cBuoyancy::PreCalcSetup(CPhysical *phys, float buoyancy)
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m_haveVolume = false;
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m_numPartialVolumes = 1.0f;
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m_volumeUnderWater = 0.0f;
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m_impulse = CVector(0.0f, 0.0f, 0.0f);
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m_impulsePoint = CVector(0.0f, 0.0f, 0.0f);
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m_position = phys->GetPosition();
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m_positionZ = CVector(0.0f, 0.0f, m_position.z);
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m_buoyancy = buoyancy;
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@ -148,7 +148,7 @@ cBuoyancy::SimpleSumBuoyancyData(CVector &waterLevel, tWaterLevel waterPosition)
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fFraction = 1.0f/m_numPartialVolumes;
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fRemainingSlice = 1.0f - fFraction;
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m_impulse = m_impulse*fRemainingSlice + AverageOfWaterLevel*fThisVolume*fFraction;
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m_impulsePoint = m_impulsePoint*fRemainingSlice + AverageOfWaterLevel*fThisVolume*fFraction;
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m_numPartialVolumes += 1.0f;
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m_haveVolume = true;
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return fThisVolume;
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@ -175,13 +175,13 @@ cBuoyancy::FindWaterLevel(const CVector &zpos, CVector *waterLevel, tWaterLevel
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}
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bool
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cBuoyancy::CalcBuoyancyForce(CPhysical *phys, CVector *impulse, CVector *point)
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cBuoyancy::CalcBuoyancyForce(CPhysical *phys, CVector *point, CVector *impulse)
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{
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if(!m_haveVolume)
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return false;
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*impulse = Multiply3x3(m_matrix, m_impulse);
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*point = CVector(0.0f, 0.0f, m_volumeUnderWater*m_buoyancy*CTimer::GetTimeStep());
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*point = Multiply3x3(m_matrix, m_impulsePoint);
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*impulse = CVector(0.0f, 0.0f, m_volumeUnderWater*m_buoyancy*CTimer::GetTimeStep());
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return true;
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}
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@ -1,6 +1,6 @@
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#pragma once
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class Physical;
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class CPhysical;
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enum tWaterLevel
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{
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@ -33,7 +33,7 @@ public:
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char m_field_B9;
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bool m_isBoat;
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float m_volumeUnderWater;
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CVector m_impulse;
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CVector m_impulsePoint;
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bool ProcessBuoyancy(CPhysical *phys, float buoyancy, CVector *impulse, CVector *point);
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void PreCalcSetup(CPhysical *phys, float buoyancy);
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