Moved source to src
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87
src/Entities/Boat.cpp
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87
src/Entities/Boat.cpp
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// Boat.cpp
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// Implements the cBoat class representing a boat in the world
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#include "Globals.h"
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#include "Boat.h"
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#include "../World.h"
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#include "../ClientHandle.h"
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#include "Player.h"
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cBoat::cBoat(double a_X, double a_Y, double a_Z) :
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super(etBoat, a_X, a_Y, a_Z, 0.98, 0.7)
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{
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SetMass(20.f);
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SetMaxHealth(6);
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SetHealth(6);
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}
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void cBoat::SpawnOn(cClientHandle & a_ClientHandle)
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{
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a_ClientHandle.SendSpawnVehicle(*this, 1);
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}
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void cBoat::DoTakeDamage(TakeDamageInfo & TDI)
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{
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super::DoTakeDamage(TDI);
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if (GetHealth() == 0)
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{
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Destroy(true);
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}
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}
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void cBoat::OnRightClicked(cPlayer & a_Player)
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{
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if (m_Attachee != NULL)
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{
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if (m_Attachee->GetUniqueID() == a_Player.GetUniqueID())
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{
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// This player is already sitting in, they want out.
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a_Player.Detach();
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return;
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}
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if (m_Attachee->IsPlayer())
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{
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// Another player is already sitting in here, cannot attach
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return;
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}
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// Detach whatever is sitting in this boat now:
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m_Attachee->Detach();
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}
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// Attach the player to this boat
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a_Player.AttachTo(this);
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}
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void cBoat::HandlePhysics(float a_Dt, cChunk & a_Chunk)
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{
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super::HandlePhysics(a_Dt, a_Chunk);
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BroadcastMovementUpdate();
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}
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