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Added Mob::m_RelativePosition in preparation for more boat work
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@ -128,6 +128,7 @@ Mob::Mob(
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SetMoving(false);
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moved = false;
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m_RewindLocation = glm::vec3();
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m_RelativePosition = glm::vec4();
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name[0] = 0;
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orig_name[0] = 0;
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@ -562,6 +562,12 @@ public:
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inline const float GetY() const { return m_Position.y; }
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inline const float GetZ() const { return m_Position.z; }
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inline const float GetHeading() const { return m_Position.w; }
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inline const glm::vec4& GetRelativePosition() const { return m_RelativePosition; }
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inline void SetRelativePosition(const float x, const float y, const float z) { m_RelativePosition.x = x; m_RelativePosition.y = y; m_RelativePosition.z = z; }
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inline const float GetRelativeX() const { return m_RelativePosition.x; }
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inline const float GetRelativeY() const { return m_RelativePosition.y; }
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inline const float GetRelativeZ() const { return m_RelativePosition.z; }
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inline const float GetRelativeHeading() const { return m_RelativePosition.w; }
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inline const float GetSize() const { return size; }
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inline const float GetBaseSize() const { return base_size; }
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inline const GravityBehavior GetFlyMode() const { return flymode; }
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@ -1299,6 +1305,7 @@ protected:
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uint32 npctype_id;
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glm::vec4 m_Position;
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glm::vec4 m_RelativePosition;
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int animation; // this is really what MQ2 calls SpeedRun just packed like (int)(SpeedRun * 40.0f)
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float base_size;
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float size;
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