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@ -401,10 +401,10 @@ CBoat::ProcessControl(void)
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}
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// Slow down or push down boat as it approaches the world limits
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m_vecMoveSpeed.x = Min(m_vecMoveSpeed.x, -(GetPosition().x - 1500.0f)*0.01f); // east
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m_vecMoveSpeed.x = Max(m_vecMoveSpeed.x, -(GetPosition().x - -2300.0f)*0.01f); // west
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m_vecMoveSpeed.y = Min(m_vecMoveSpeed.y, -(GetPosition().y - 1900.0f)*0.01f); // north
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m_vecMoveSpeed.y = Max(m_vecMoveSpeed.y, -(GetPosition().y - -1900.0f)*0.01f); // south
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m_vecMoveSpeed.x = Min(m_vecMoveSpeed.x, -(GetPosition().x - (WORLD_MAX_X-50.0f))*0.01f); // east
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m_vecMoveSpeed.x = Max(m_vecMoveSpeed.x, -(GetPosition().x - (WORLD_MIN_X+50.0f))*0.01f); // west
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m_vecMoveSpeed.y = Min(m_vecMoveSpeed.y, -(GetPosition().y - (WORLD_MAX_Y-50.0f))*0.01f); // north
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m_vecMoveSpeed.y = Max(m_vecMoveSpeed.y, -(GetPosition().y - (WORLD_MIN_Y+50.0f))*0.01f); // south
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if(!onLand && bBoatInWater)
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ApplyWaterResistance();
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@ -806,7 +806,7 @@ CPlane::LoadPath(char const *filename, int32 &numNodes, float &totalLength, bool
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for(i = 0; i < numNodes; i++){
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*gString = '\0';
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for(lp = 0; work_buff[bp] != '\n'; bp++, lp++)
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for(lp = 0; work_buff[bp] != '\n' && work_buff[bp] != '\0'; bp++, lp++)
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gString[lp] = work_buff[bp];
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bp++;
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// BUG: game doesn't terminate string
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