CWaterCreatures
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49
src/render/WaterCreatures.h
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49
src/render/WaterCreatures.h
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#pragma once
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#include "Object.h"
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enum {
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WATER_CREATURE_ALLOCATED = 0,
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WATER_CREATURE_ACTIVE,
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WATER_CREATURE_UPDATE,
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WATER_CREATURE_TO_REMOVE,
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WATER_CREATURE_DISABLED
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};
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class CWaterCreature {
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public:
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CObject *m_pObj;
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float m_fRightMult;
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float m_fZTurnSpeed;
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int32 m_alpha;
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float m_fWaterDepth;
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int32 m_state;
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CWaterCreature();
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~CWaterCreature();
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void Allocate(CObject *pObj, float fRightMult, float fZTurnSpeed, float fWaterDepth, uint32 alpha, int eFishSlotState);
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void Free();
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void Initialise(CObject *pObj, float fRightMult, float fZTurnSpeed, float fWaterDepth, uint32 alpha, int eFishSlotState);
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};
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class CWaterCreatures {
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public:
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static CWaterCreature aWaterCreatures[NUM_WATER_CREATURES];
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static int32 nNumActiveSeaLifeForms;
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static CObject *CreateSeaLifeForm(CVector pos, int16 modelID, float zRotAngle);
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static void CreateOne(CVector pos, int16 modelID);
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static void UpdateAll();
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static void FreeFishStructSlot(CWaterCreature *wc);
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static bool IsSpaceForMoreWaterCreatures();
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static float CalculateFishHeading(CVector const& pos1, CVector const& pos2);
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static void RemoveAll();
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static CWaterCreature* GetFishStructSlot();
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};
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struct WaterCreatureProperties {
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int16 *modelID;
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float fRightMult;
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float fLevel;
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float fUnk2;
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float fWaterDepth;
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};
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