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ps2 particles, sampman oal started
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@ -2848,6 +2848,7 @@ CAutomobile::ProcessBuoyancy(void)
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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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#if defined(PC_PARTICLE) || defined (PS2_ALTERNATIVE_CARSPLASH)
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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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@ -2856,6 +2857,30 @@ CAutomobile::ProcessBuoyancy(void)
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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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#else
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CVector pos = (initialSpeed * 2.0f) + (GetPosition() + point);
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for ( int32 i = 0; i < 360; i += 4 )
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{
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float fSin = Sin(float(i));
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float fCos = Cos(float(i));
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CVector dir(fSin*0.01f, fCos*0.01f, CGeneral::GetRandomNumberInRange(0.25f, 0.45f));
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CParticle::AddParticle(PARTICLE_CAR_SPLASH,
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pos + CVector(fSin*4.5f, fCos*4.5f, 0.0f),
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dir, NULL, 0.0f, CRGBA(225, 225, 255, 180));
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for ( int32 j = 0; j < 3; j++ )
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{
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float fMul = 1.5f * float(j + 1);
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CParticle::AddParticle(PARTICLE_CAR_SPLASH,
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pos + CVector(fSin * fMul, fCos * fMul, 0.0f),
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dir, NULL, 0.0f, CRGBA(225, 225, 255, 180));
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}
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}
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#endif
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nGenerateRaindrops = CTimer::GetTimeInMilliseconds() + 300;
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nGenerateWaterCircles = CTimer::GetTimeInMilliseconds() + 60;
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@ -2909,9 +2934,16 @@ CAutomobile::ProcessBuoyancy(void)
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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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#ifdef GTA_PS2_STUFF
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// ps2 puddle physics
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CVector moveForce = CTimer::GetTimeStep() * (m_fMass * (vSpeed * -0.003f));
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ApplyMoveForce(moveForce.x, moveForce.y, moveForce.z);
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#endif
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float fSpeed = vSpeed.MagnitudeSqr();
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#ifdef PC_PARTICLE
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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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@ -2924,10 +2956,39 @@ CAutomobile::ProcessBuoyancy(void)
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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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#else
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if ( ( (CTimer::GetFrameCounter() + i) & 3 ) == 0 )
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{
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if(fSpeed > sq(0.05f))
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{
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fSpeed = Sqrt(fSpeed);
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CRGBA color(155, 185, 155, 255);
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float boxY = GetColModel()->boundingBox.max.y;
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CVector right = 0.5f * GetRight();
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if ( i == 2 )
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{
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CParticle::AddParticle(PARTICLE_PED_SPLASH,
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GetPosition() + (boxY * GetForward()) + right,
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0.75f*m_vecMoveSpeed, NULL, 0.0f, color);
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}
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else if ( i == 0 )
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{
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CParticle::AddParticle(PARTICLE_PED_SPLASH,
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GetPosition() + (boxY * GetForward()) - right,
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0.75f*m_vecMoveSpeed, NULL, 0.0f, color);
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}
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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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#endif
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}
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}
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}
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@ -3486,14 +3547,29 @@ CAutomobile::AddWheelDirtAndWater(CColPoint *colpoint, uint32 belowEffectSpeed)
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}
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return 0;
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default:
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// Is this even visible?
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if(CWeather::WetRoads > 0.01f && CTimer::GetFrameCounter() & 1){
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CParticle::AddParticle(PARTICLE_WATERSPRAY,
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if ( CWeather::WetRoads > 0.01f
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#ifdef PC_PARTICLE
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&& CTimer::GetFrameCounter() & 1
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#endif
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)
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{
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CParticle::AddParticle(
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#ifdef FIX_BUGS
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PARTICLE_WHEEL_WATER,
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#else
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PARTICLE_WATERSPRAY,
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#endif
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colpoint->point + CVector(0.0f, 0.0f, 0.25f+0.25f),
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CVector(0.0f, 0.0f, 1.0f), nil,
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#ifdef PC_PARTICLE
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CVector(0.0f, 0.0f, 1.0f),
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#else
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CVector(0.0f, 0.0f, CGeneral::GetRandomNumberInRange(0.005f, 0.04f)),
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#endif
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nil,
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CGeneral::GetRandomNumberInRange(0.1f, 0.5f), waterCol);
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return 0;
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}
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return 1;
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}
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}
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@ -340,27 +340,46 @@ CBoat::ProcessControl(void)
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else
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jetPos.z = 0.0f;
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#ifdef PC_PARTICLE
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CVector wakePos = GetPosition() + sternPos;
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wakePos.z -= 0.65f;
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#else
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CVector wakePos = GetPosition() + sternPos;
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wakePos.z = -0.3f;
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#endif
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CVector wakeDir = 0.75f * jetDir;
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CParticle::AddParticle(PARTICLE_BOAT_THRUSTJET, jetPos, jetDir, nil, 0.0f, jetColor);
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#ifdef PC_PARTICLE
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CParticle::AddParticle(PARTICLE_CAR_SPLASH, jetPos, 0.25f * jetDir, nil, 1.0f, splashColor,
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CGeneral::GetRandomNumberInRange(0, 30),
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CGeneral::GetRandomNumberInRange(0, 90), 3);
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#endif
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if(!cameraHack)
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CParticle::AddParticle(PARTICLE_BOAT_WAKE, wakePos, wakeDir, nil, 0.0f, jetColor);
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}else if((CTimer::GetFrameCounter() + m_randomSeed) & 1){
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#ifdef PC_PARTICLE
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jetDir.z = 0.018f;
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jetDir.x *= 0.01f;
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jetDir.y *= 0.01f;
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propellerWorld.z += 1.5f;
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CParticle::AddParticle(PARTICLE_BOAT_SPLASH, propellerWorld, jetDir, nil, 1.5f, jetColor);
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#else
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jetDir.z = 0.018f;
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jetDir.x *= 0.03f;
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jetDir.y *= 0.03f;
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propellerWorld.z += 1.0f;
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CParticle::AddParticle(PARTICLE_BOAT_SPLASH, propellerWorld, jetDir, nil, 0.0f, jetColor);
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#endif
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#ifdef PC_PARTICLE
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CParticle::AddParticle(PARTICLE_CAR_SPLASH, propellerWorld, 0.1f * jetDir, nil, 0.5f, splashColor,
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CGeneral::GetRandomNumberInRange(0, 30),
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CGeneral::GetRandomNumberInRange(0, 90), 3);
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#endif
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}
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}
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}else if(!onLand){
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@ -416,36 +435,66 @@ CBoat::ProcessControl(void)
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}
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// Spray particles on sides of boat
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if(m_nDeltaVolumeUnderWater > 75){
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#ifdef PC_PARTICLE
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if(m_nDeltaVolumeUnderWater > 75)
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#else
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if(m_nDeltaVolumeUnderWater > 120)
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#endif
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{
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float speed = m_vecMoveSpeed.Magnitude();
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float splash1Size = speed;
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float splash2Size = m_nDeltaVolumeUnderWater * 0.005f * 0.2f;
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float splash2Size = float(m_nDeltaVolumeUnderWater) * 0.005f * 0.2f;
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float front = 0.9f * GetColModel()->boundingBox.max.y;
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if(splash1Size > 0.75f) splash1Size = 0.75f;
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CVector dir, pos;
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// right
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#ifdef PC_PARTICLE
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dir = -0.5f*m_vecMoveSpeed;
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dir.z += 0.1f*speed;
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dir += 0.5f*GetRight()*speed;
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pos = front*GetForward() + 0.5f*GetRight() + GetPosition() + m_vecBuoyancePoint;
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CWaterLevel::GetWaterLevel(pos, &pos.z, true);
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#else
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dir = 0.3f*m_vecMoveSpeed;
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dir.z += 0.05f*speed;
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dir += 0.5f*GetRight()*speed;
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pos = (GetPosition() + m_vecBuoyancePoint) + (1.5f*GetRight());
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#endif
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#ifdef PC_PARTICLE
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CParticle::AddParticle(PARTICLE_CAR_SPLASH, pos, 0.75f * dir, nil, splash1Size, splashColor,
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CGeneral::GetRandomNumberInRange(0, 30),
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CGeneral::GetRandomNumberInRange(0, 90), 1);
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CParticle::AddParticle(PARTICLE_BOAT_SPLASH, pos, dir, nil, splash2Size, jetColor);
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#else
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CParticle::AddParticle(PARTICLE_BOAT_SPLASH, pos, dir, nil, splash2Size);
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#endif
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// left
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#ifdef PC_PARTICLE
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dir = -0.5f*m_vecMoveSpeed;
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dir.z += 0.1f*speed;
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dir -= 0.5f*GetRight()*speed;
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pos = front*GetForward() - 0.5f*GetRight() + GetPosition() + m_vecBuoyancePoint;
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CWaterLevel::GetWaterLevel(pos, &pos.z, true);
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#else
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dir = 0.3f*m_vecMoveSpeed;
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dir.z += 0.05f*speed;
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dir -= 0.5f*GetRight()*speed;
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pos = (GetPosition() + m_vecBuoyancePoint) - (1.5f*GetRight());
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#endif
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#ifdef PC_PARTICLE
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CParticle::AddParticle(PARTICLE_CAR_SPLASH, pos, 0.75f * dir, nil, splash1Size, splashColor,
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CGeneral::GetRandomNumberInRange(0, 30),
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CGeneral::GetRandomNumberInRange(0, 90), 1);
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CParticle::AddParticle(PARTICLE_BOAT_SPLASH, pos, dir, nil, splash2Size, jetColor);
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#else
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CParticle::AddParticle(PARTICLE_BOAT_SPLASH, pos, dir, nil, splash2Size);
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#endif
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}
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m_fPrevVolumeUnderWater = m_fVolumeUnderWater;
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