1 | #pragma once
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2 | #include "Box.h"
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3 | #include "Object3d.h"
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4 | #include "Node.h"
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5 | #include "Weapon.h"
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6 | #include "Vector.h"
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7 | #include "Bullet.h"
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8 | #include "SoundNode.h"
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9 | #include <vector>
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10 | #include <cmath>
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11 | #include <ctime>
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12 | #include <math.h>
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13 | #include "NxPhysics.h"
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14 |
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15 | class Terrain;
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16 | class ParticleEmitter;
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17 |
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18 | class Player : public Node
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19 | {
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20 | public:
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21 | Player(void);
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22 | ~Player(void);
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23 | void initPlayer(float _x, float _y, float _z);
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24 |
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25 | void accelerate();
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26 | void stop();
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27 | void toLeft();
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28 | void toRight();
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29 | void setMouse(int x, int y);
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30 |
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31 | void setAvatareFileName(std::string _avatar);
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32 |
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33 | virtual void update(float dt);
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34 | void setPlayerHit(Vector position, Bullet &bullet);
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35 | void hitByFire();
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36 | void hitByIce();
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37 | bool isToasted();
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38 | void setPlayerOnGround();
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39 | void resetValues();
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40 |
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41 | void addWeapon(Weapon &weapon);
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42 | void addMunition(int type, int count);
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43 | void addHealth(float dHealth);
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44 | void setActiveWeapon(int wId);
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45 | Weapon* getActiveWeapon();
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46 | void setHealth(float health);
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47 | float getHealth();
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48 | float getRealHealth();
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49 | int getAmo();
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50 |
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51 | void applyForce(Vector point, Vector force);
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52 |
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53 | Object3d *schale;
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54 |
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55 | virtual Node* clone();
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56 |
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57 | Vector heading; //Car heading
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58 |
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59 | float ixSchale;
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60 | float iySchale;
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61 | float izSchale;
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62 | float iaSchale;
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63 | float ibSchale;
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64 | float igSchale;
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65 | float daSchale;
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66 | float dbSchale;
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67 | float dgSchale;
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68 |
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69 | //got Hit
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70 | bool gotHit;
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71 |
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72 | virtual void killMe();
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73 | virtual void setSoftKill(bool _softKill, float _duration = 1.0f);
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74 |
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75 | friend class Weapon;
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76 |
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77 | void setTeam(int _team);
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78 | int getTeam();
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79 |
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80 | //PhysicStuff
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81 | NxActor* upperSpringActor;
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82 | NxDistanceJoint* upperJoint;
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83 |
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84 |
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85 | void initWin();
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86 | void initLose();
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87 |
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88 | protected:
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89 | //Weapons health...
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90 | int sleepCounter;
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91 | int team;
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92 | float health;
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93 | float munition[10];
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94 | Weapon* weaponList[10];
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95 | std::string avatar;
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96 | float fireHitCount;
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97 | float iceHitCount;
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98 | Weapon *activeWeapon;
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99 | Vector weaponMounting;
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100 |
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101 | ParticleEmitter* pe;
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102 |
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103 | std::string hitSounds[3];
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104 | SoundNode* noSounds[3];
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105 |
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106 | ParticleEmitter* winPe;
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107 |
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108 | //Vehicle variables
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109 | bool baccelerate;
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110 | bool bstop;
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111 | bool btoLeft;
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112 | bool btoRight;
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113 | bool bfire;
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114 | int mouseX;
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115 | int mouseY;
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116 |
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117 | float maxEngineForce;
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118 | float engineForce;
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119 | float deltaEngineForce;
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120 |
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121 | float maxBreakForce;
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122 | float breakForce;
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123 | float deltaBreakForce;
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124 |
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125 | float Cdrag;
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126 | float Crr;
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127 | float Cdaempfung;
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128 | float Croll;
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129 | float Clateral;
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130 | float Cschale;
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131 | float Crotschale;
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132 | float CimpactRot;
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133 | float CrotBeschleunigung;
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134 | float currentRotSchale;
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135 | float upperDelta;
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136 |
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137 | //Steering variables
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138 | float maxSteering;
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139 | float steering;
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140 | float steeringFactor;
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141 |
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142 | Object3d *wurm;
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143 | Object3d *wheel[4];
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144 | SoundNode *motor;
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145 | float schaleAlpha;
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146 | float schaleHoehe;
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147 |
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148 | //Physic stuff
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149 | Vector gravity;
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150 | float cHeight; //Position of Center in y Axis
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151 | float cFront;
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152 | float cRear;
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153 | float cSide;
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154 | float rfDistance; //Distance from rear to front
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155 | float cR_D; //cRear/cDistance
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156 | float cF_D;
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157 | float cH_D;
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158 |
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159 | Vector direction; //Cars driving/slipping direction
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160 |
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161 | Vector a; //Beschleunigung
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162 | Vector v; //Geschwindigkeit
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163 | float vMax; //Hoechstgeschwindigkeit
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164 | Vector s; //Position
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165 |
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166 | Vector e; //W. Beschleunigung (fuer schale)
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167 | float eYaw;//W. Beschleunigung um y achse
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168 | Vector w; //W. Geschwindigkeit
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169 | float p; //W. Position um y Achse
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170 |
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171 | //Kurvenfahrn
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172 | float beta;
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173 | float alphaFront;
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174 | float alphaRear;
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175 | float Flateral[4];
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176 | float Fcornering;
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177 |
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178 | Vector eAcc;
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179 | float vehicleMass;
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180 | float tMoment; //Trägheitsmoment
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181 | float wheelMass;
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182 | float wDownForce[4];
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183 | float vDownForce[4];
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184 | float sForce[4];
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185 | Vector longForce;
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186 | float wheelAngle;
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187 |
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188 | float springL;
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189 | float springK;
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190 |
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191 | Vector terrainHeight[4];
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192 | Vector schalenHeight[4];
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193 |
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194 | float wheelRadius;
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195 |
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196 | float counter;
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197 | float avgy; //average y
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198 | float yf; //average front y
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199 | float yr; //average rear y
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200 | float yleft; //average left y
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201 | float yright; //average right y
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202 | float dyFrontRear; //diverence front rear
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203 | float dyLeftRight;
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204 | Vector terrainAngle;
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205 |
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206 | //vector which stores other Forces (collisions usw.)
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207 | Vector fOther;
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208 | std::vector<Vector> torqueVector;
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209 |
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210 | //PartikelStuff
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211 | void checkPosition();
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212 |
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213 | //Physic Stuff .... wheelActors usw.
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214 | float springDistance;
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215 | float springBias;
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216 |
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217 | NxActor* createDistanceJoint(Vector pos, bool lowerJoint, bool reuse = false);
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218 | ParticleEmitter* rauchEmitter;
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219 |
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220 | float lastYPos; //Save Y position to detect if the player is falling down in flyingmode to activate raycasting
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221 | private:
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222 |
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223 | float playerPlayerCol;
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224 | Vector hitPosition;
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225 | Vector hitDir;
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226 | Vector hitW;
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227 | Vector hitP;
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228 | float hitMaxHeight[4];
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229 | float hitForce;
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230 | float hitTime;
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231 | float timer;
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232 |
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233 |
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234 | void updateDrivingPlayer(float dt);
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235 | void updateFlyingPlayer(float dt);
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236 | Vector getTerrainHeight(Vector v, bool flying = false);
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237 | float calcLateralForce(float angle);
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238 | bool rollingForward;
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239 | float iHealth;
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240 |
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241 | //Physic Stuff
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242 | float vLength;
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243 | float vHeading;
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244 | NxSphereShape *sphere;
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245 | float desiredFlyingDownForce;
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246 | float realFlyingDownForce;
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247 |
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248 |
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249 | NxSphereShapeDesc triggerSphereDesc; //Trigger for detecting events like a bullet hit!
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250 | float springCounter;
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251 | };
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