finished CBoat
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@@ -2,47 +2,41 @@
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#include "Vehicle.h"
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enum eBoatNodes
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{
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BOAT_MOVING = 1,
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BOAT_RUDDER,
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BOAT_WINDSCREEN
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};
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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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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_fPropellerZ;
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float m_fPropellerY;
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CVector m_waterMoveDrag;
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CVector m_waterTurnDrag;
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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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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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uint8 bBoatInWater : 1;
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uint8 bPropellerInWater : 1;
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bool m_bIsAnchored;
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char _pad0[2];
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float field_2C4;
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float m_fOrientation;
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int32 _unk1;
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float field_2CC;
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CEntity *field_2D0;
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float m_fDamage;
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CEntity *m_pSetOnFireEntity;
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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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float m_fVolumeUnderWater;
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CVector m_vecBuoyancePoint;
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float m_fPrevVolumeUnderWater;
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int16 m_nDeltaVolumeUnderWater;
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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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@@ -59,7 +53,10 @@ public:
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virtual bool IsComponentPresent(int32 component) { return true; }
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virtual void BlowUpCar(CEntity *ent);
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void ApplyWaterResistance(void);
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void SetupModelNodes();
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void PruneWakeTrail(void);
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void AddWakePoint(CVector point);
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static CBoat *(&apFrameWakeGeneratingBoats)[4];
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