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