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Merge branch 'master' into master
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@ -37,8 +37,8 @@ bool CBoat::IsSectorAffectedByWake(CVector2D sector, float fSize, CBoat **apBoat
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{
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float fDist = (WAKE_LIFETIME - pBoat->m_afWakePointLifeTime[j]) * fShapeTime + float(j) * fShapeLength + fSize;
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if ( fabs(pBoat->m_avec2dWakePoints[j].x - sector.x) < fDist
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&& fabs(pBoat->m_avec2dWakePoints[i].y - sector.y) < fDist )
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if ( Abs(pBoat->m_avec2dWakePoints[j].x - sector.x) < fDist
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&& Abs(pBoat->m_avec2dWakePoints[i].y - sector.y) < fDist )
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{
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apBoats[numVerts] = pBoat;
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numVerts = 1; // += ?
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@ -56,13 +56,12 @@ float CBoat::IsVertexAffectedByWake(CVector vecVertex, CBoat *pBoat)
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{
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float fMaxDist = (WAKE_LIFETIME - pBoat->m_afWakePointLifeTime[i]) * fShapeTime + float(i) * fShapeLength;
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float fX = pBoat->m_avec2dWakePoints[i].x - vecVertex.x;
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float fY = pBoat->m_avec2dWakePoints[i].y - vecVertex.y;
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CVector2D vecDist = pBoat->m_avec2dWakePoints[i] - CVector2D(vecVertex);
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float fDist = fY * fY + fX * fX;
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float fDist = vecDist.MagnitudeSqr();
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if ( fDist < SQR(fMaxDist) )
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return 1.0f - min(fRangeMult * sqrt(fDist / SQR(fMaxDist)) + (WAKE_LIFETIME - pBoat->m_afWakePointLifeTime[i]) * fTimeMult, 1.0f);
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return 1.0f - min(fRangeMult * Sqrt(fDist / SQR(fMaxDist)) + (WAKE_LIFETIME - pBoat->m_afWakePointLifeTime[i]) * fTimeMult, 1.0f);
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}
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return 0.0f;
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