blob: d3a2ac139d2d4f1ce158f638cefef981a68a4ee8 (
plain) (
tree)
|
|
#pragma once
#include "Vehicle.h"
class CBoat : public CVehicle
{
public:
// 0x288
float field_288;
float field_28C;
float field_290;
float field_294;
float field_298;
float field_29C;
float field_2A0;
float field_2A4;
float m_fMovingHiRotation;
int32 _unk0;
RwFrame *m_aBoatNodes[4];
uint8 m_bBoatFlag1 : 1;
uint8 m_bBoatFlag2 : 1;
uint8 m_bBoatFlag3 : 1;
uint8 m_bBoatFlag4 : 1;
uint8 m_bBoatFlag5 : 1;
uint8 m_bBoatFlag6 : 1;
uint8 m_bBoatFlag7 : 1;
uint8 m_bBoatFlag8 : 1;
bool m_bIsAnchored;
char _pad0[2];
float field_2C4;
int32 _unk1;
float field_2CC;
CEntity *field_2D0;
bool _unk2;
char _pad1[3];
float m_fAccelerate;
float m_fBrake;
float m_fSteeringLeftRight;
uint8 m_nPadID;
char _pad2[3];
int32 _unk3;
float m_fTurnForceZ;
CVector m_vecMoveForce;
float field_2FC;
uint16 field_300;
uint16 m_nNumWakePoints;
CVector2D m_avec2dWakePoints[32];
float m_afWakePointLifeTime[32];
CBoat(int, uint8);
virtual void SetModelIndex(uint32 id);
virtual void ProcessControl();
virtual void Teleport(CVector v);
virtual void PreRender(void) {};
virtual void Render(void);
virtual void ProcessControlInputs(uint8);
virtual void GetComponentWorldPosition(int32 component, CVector &pos);
virtual bool IsComponentPresent(int32 component) { return true; }
virtual void BlowUpCar(CEntity *ent);
void SetupModelNodes();
static CBoat *(&apFrameWakeGeneratingBoats)[4];
static bool IsSectorAffectedByWake(CVector2D sector, float fSize, CBoat **apBoats);
static float IsVertexAffectedByWake(CVector vecVertex, CBoat *pBoat);
static void FillBoatList(void);
};
static_assert(sizeof(CBoat) == 0x484, "CBoat: error");
extern float MAX_WAKE_LENGTH;
extern float MIN_WAKE_INTERVAL;
extern float WAKE_LIFETIME;
|