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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//
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//=============================================================================//
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#include "cbase.h"
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#include "physics_fluid.h"
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#include "ivp_compact_surface.hxx"
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#include "ivp_surman_polygon.hxx"
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#include "ivp_phantom.hxx"
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#include "ivp_controller_buoyancy.hxx"
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#include "ivp_liquid_surface_descript.hxx"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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// NOTE: This is auto-deleted by the phantom controller
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class CBuoyancyAttacher : public IVP_Attacher_To_Cores_Buoyancy
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{
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public:
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virtual IVP_Template_Buoyancy *get_parameters_per_core( IVP_Core *pCore );
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CBuoyancyAttacher(IVP_Template_Buoyancy &templ, IVP_U_Set_Active<IVP_Core> *set_of_cores_, IVP_Liquid_Surface_Descriptor *liquid_surface_descriptor_);
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float m_density;
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};
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CPhysicsFluidController::CPhysicsFluidController( CBuoyancyAttacher *pBuoy, IVP_Liquid_Surface_Descriptor *pLiquid, CPhysicsObject *pObject, int nContents )
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{
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m_pBuoyancy = pBuoy;
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m_pLiquidSurface = pLiquid;
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m_pObject = pObject;
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m_nContents = nContents;
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}
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CPhysicsFluidController::~CPhysicsFluidController( void )
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{
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delete m_pLiquidSurface;
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}
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void CPhysicsFluidController::SetGameData( void *pGameData )
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{
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m_pGameData = pGameData;
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}
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void *CPhysicsFluidController::GetGameData( void ) const
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{
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return m_pGameData;
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}
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void CPhysicsFluidController::GetSurfacePlane( Vector *pNormal, float *pDist ) const
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{
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IVP_U_Float_Hesse surface;
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IVP_U_Float_Point abs_speed_of_current;
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m_pLiquidSurface->calc_liquid_surface( GetIVPObject()->get_core()->environment,
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GetIVPObject()->get_core(), &surface, &abs_speed_of_current );
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ConvertPlaneToHL( surface, pNormal, pDist );
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if ( pNormal )
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{
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*pNormal *= -1;
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}
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if ( pDist )
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{
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*pDist *= -1;
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}
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}
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IVP_Real_Object *CPhysicsFluidController::GetIVPObject()
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{
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return m_pObject->GetObject();
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}
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const IVP_Real_Object *CPhysicsFluidController::GetIVPObject() const
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{
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return m_pObject->GetObject();
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}
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float CPhysicsFluidController::GetDensity() const
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{
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return m_pBuoyancy->m_density;
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}
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void CPhysicsFluidController::WakeAllSleepingObjects()
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{
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GetIVPObject()->get_controller_phantom()->wake_all_sleeping_objects();
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}
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int CPhysicsFluidController::GetContents() const
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{
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return m_nContents;
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}
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IVP_Template_Buoyancy *CBuoyancyAttacher::get_parameters_per_core( IVP_Core *pCore )
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{
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if ( pCore )
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{
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IVP_Real_Object *pivp = pCore->objects.element_at(0);
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CPhysicsObject *pPhys = static_cast<CPhysicsObject *>(pivp->client_data);
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// This ratio is for objects whose mass / (collision model) volume is not equal to their density.
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// Keep the fluid pressure/friction solution for the volume, but scale the buoyant force calculations
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// to be in line with the object's real density. This is accompilshed by changing the fluid's density
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// on a per-object basis.
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float ratio = pPhys->GetBuoyancyRatio();
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if ( pPhys->GetShadowController() || !(pPhys->CallbackFlags() & CALLBACK_DO_FLUID_SIMULATION) )
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{
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// NOTE: don't do buoyancy on these guys for now!
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template_buoyancy.medium_density = 0;
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}
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else
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{
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template_buoyancy.medium_density = m_density * ratio;
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}
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}
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else
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{
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template_buoyancy.medium_density = m_density;
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}
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return &template_buoyancy;
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}
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CBuoyancyAttacher::CBuoyancyAttacher(IVP_Template_Buoyancy &templ, IVP_U_Set_Active<IVP_Core> *set_of_cores_, IVP_Liquid_Surface_Descriptor *liquid_surface_descriptor_)
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:IVP_Attacher_To_Cores_Buoyancy(templ, set_of_cores_, liquid_surface_descriptor_)
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{
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m_density = templ.medium_density;
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}
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//-----------------------------------------------------------------------------
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// Defines the surface descriptor in local space
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//-----------------------------------------------------------------------------
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class CLiquidSurfaceDescriptor : public IVP_Liquid_Surface_Descriptor
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{
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public:
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CLiquidSurfaceDescriptor( CPhysicsObject *pFluidObject, const Vector4D &plane, const Vector ¤t )
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{
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cplane_t worldPlane;
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worldPlane.normal = plane.AsVector3D();
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worldPlane.dist = plane[3];
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matrix3x4_t matObjectToWorld;
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pFluidObject->GetPositionMatrix( &matObjectToWorld );
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MatrixITransformPlane( matObjectToWorld, worldPlane, m_objectSpacePlane );
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VectorIRotate( current, matObjectToWorld, m_vecObjectSpaceCurrent );
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m_pFluidObject = pFluidObject;
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}
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virtual void calc_liquid_surface( IVP_Environment * /*environment*/,
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IVP_Core * /*core*/,
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IVP_U_Float_Hesse *surface_normal_out,
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IVP_U_Float_Point *abs_speed_of_current_out)
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{
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cplane_t worldPlane;
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matrix3x4_t matObjectToWorld;
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m_pFluidObject->GetPositionMatrix( &matObjectToWorld );
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MatrixTransformPlane( matObjectToWorld, m_objectSpacePlane, worldPlane );
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worldPlane.normal *= -1.0f;
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worldPlane.dist *= -1.0f;
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IVP_U_Float_Hesse worldSurface;
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ConvertPlaneToIVP( worldPlane.normal, worldPlane.dist, worldSurface );
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surface_normal_out->set(&worldSurface);
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surface_normal_out->hesse_val = worldSurface.hesse_val;
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Vector worldSpaceCurrent;
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VectorRotate( m_vecObjectSpaceCurrent, matObjectToWorld, worldSpaceCurrent );
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IVP_U_Float_Point ivpWorldSpaceCurrent;
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ConvertDirectionToIVP( worldSpaceCurrent, ivpWorldSpaceCurrent );
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abs_speed_of_current_out->set( &ivpWorldSpaceCurrent );
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}
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private:
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Vector m_vecObjectSpaceCurrent;
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cplane_t m_objectSpacePlane;
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CPhysicsObject *m_pFluidObject;
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};
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CPhysicsFluidController *CreateFluidController( IVP_Environment *pEnvironment, CPhysicsObject *pFluidObject, fluidparams_t *pParams )
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{
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pFluidObject->BecomeTrigger();
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IVP_Controller_Phantom *pPhantom = pFluidObject->GetObject()->get_controller_phantom();
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if ( !pPhantom )
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return NULL;
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IVP_Liquid_Surface_Descriptor *lsd = new CLiquidSurfaceDescriptor( pFluidObject, pParams->surfacePlane, pParams->currentVelocity );
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int surfaceprops = pFluidObject->GetMaterialIndex();
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float density = physprops->GetSurfaceData( surfaceprops )->physics.density;
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// ---------------------------------------------
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// create parameter template for Buoyancy_Solver
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// ---------------------------------------------
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// UNDONE: Expose these other parametersd
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IVP_Template_Buoyancy buoyancy_input;
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buoyancy_input.medium_density = ConvertDensityToIVP(density); // density of water (unit: kg/m^3)
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buoyancy_input.pressure_damp_factor = pParams->damping;
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buoyancy_input.viscosity_factor = 0.0f;
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buoyancy_input.torque_factor = 0.01f;
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buoyancy_input.viscosity_input_factor = 0.1f;
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// -------------------------------------------------------------------------------
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// create "water" (i.e. buoyancy solver) and attach a dynamic list of object cores
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// -------------------------------------------------------------------------------
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CBuoyancyAttacher *attacher_to_cores_buoyancy = new CBuoyancyAttacher( buoyancy_input, pPhantom->get_intruding_cores(), lsd );
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CPhysicsFluidController *pFluid = new CPhysicsFluidController( attacher_to_cores_buoyancy, lsd, pFluidObject, pParams->contents );
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pFluid->SetGameData( pParams->pGameData );
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pPhantom->client_data = static_cast<void *>(pFluid);
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return pFluid;
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}
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bool SavePhysicsFluidController( const physsaveparams_t ¶ms, CPhysicsFluidController *pFluidObject )
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{
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return false;
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}
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bool RestorePhysicsFluidController( const physrestoreparams_t ¶ms, CPhysicsFluidController **ppFluidObject )
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{
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return false;
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}
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