//------------------------------------------------------------------------
void CVehicleDamageBehaviorBlowTire::Activate(bool activate)
{
  if (activate == m_isActive)
    return;

  if (activate && m_pVehicle->IsDestroyed())
    return;

	if (activate)
	{
		// NOTE: stance and physics position when getting into vehicles is set wrong
		if (!gEnv->pSystem->IsSerializingFile())
			DamagePlayers();
	}

  IVehicleComponent* pComponent = m_pVehicle->GetComponent(m_component.c_str());
  if (!pComponent)
    return;

  IVehiclePart* pPart = pComponent->GetPart(0);
  if (!pPart)
    return;

  // if IVehicleWheel available, execute full damage behavior. if null, only apply effects
  IVehicleWheel* pWheel = pPart->GetIWheel();
  
  if (activate)
  {
    IEntity* pEntity = m_pVehicle->GetEntity();
    IPhysicalEntity* pPhysics = pEntity->GetPhysics();
    const Matrix34& wheelTM = pPart->GetLocalTM(false);
    const SVehicleStatus& status = m_pVehicle->GetStatus();

    if (pWheel)
    { 
      const pe_cargeomparams* pParams = pWheel->GetCarGeomParams();  
            
      // handle destroyed wheel
      pe_params_wheel wheelParams;
      wheelParams.iWheel = pWheel->GetWheelIndex();            
      wheelParams.minFriction = wheelParams.maxFriction = 0.5f * pParams->maxFriction;      
      pPhysics->SetParams(&wheelParams); 
      
      if (IVehicleMovement* pMovement = m_pVehicle->GetMovement())
      { 
        SVehicleMovementEventParams params;
        params.pComponent = pComponent;
        params.iValue = pWheel->GetWheelIndex();
        pMovement->OnEvent(IVehicleMovement::eVME_TireBlown, params);
      }

      if (status.speed > 0.1f)
      {
        // add angular impulse
        pe_action_impulse angImp;
        float amount = m_pVehicle->GetMass() * status.speed * Random(0.25f, 0.45f) * -sgn(wheelTM.GetTranslation().x);
        angImp.angImpulse = pEntity->GetWorldTM().TransformVector(Vec3(0,0,amount));    
        pPhysics->Action(&angImp);
      }
      
      m_aiImmobilizedTimer = m_pVehicle->SetTimer(-1, AI_IMMOBILIZED_TIME*1000, this);  
    }

    if (!gEnv->pSystem->IsSerializingFile())
    {
      // add linear impulse       
      pe_action_impulse imp;
      imp.point = pPart->GetWorldTM().GetTranslation();

      float amount = m_pVehicle->GetMass() * Random(0.1f, 0.15f);

      if (pWheel)
      {
        amount *= max(0.5f, min(10.f, status.speed));

        if (status.speed < 0.1f)
          amount = -0.5f*amount;
      }
      else    
        amount *= 0.5f;

      imp.impulse = pEntity->GetWorldTM().TransformVector(Vec3(0,0,amount));
      pPhysics->Action(&imp);     

      // effect
      IParticleEffect* pEffect = gEnv->pParticleManager->FindEffect(TIRE_BLOW_EFFECT);
      if (pEffect)
      {
        int slot = pEntity->LoadParticleEmitter(-1, pEffect);
        if (slot > -1)
        { 
          float rotation = pWheel ? 0.5f * gf_PI * -sgn(wheelTM.GetTranslation().x) : gf_PI;
          Matrix34 tm = Matrix34::CreateRotationZ(rotation);        
          tm.SetTranslation(wheelTM.GetTranslation());        
          pEntity->SetSlotLocalTM(slot, tm);
        }
      }

			// remove affected decals
			{
				Vec3 pos = pPart->GetWorldTM().GetTranslation();
				AABB aabb = pPart->GetLocalBounds();
				float radius = aabb.GetRadius();
				Vec3 vRadius(radius,radius,radius);
        AABB areaBox(pos-vRadius, pos+vRadius);
        
        IRenderNode * pRenderNode = NULL;				
        if (IEntityRenderProxy *pRenderProxy = (IEntityRenderProxy*)pEntity->GetProxy(ENTITY_PROXY_RENDER))
					pRenderNode = pRenderProxy->GetRenderNode();

        gEnv->p3DEngine->DeleteDecalsInRange(&areaBox, pRenderNode);
			}
    }    
  }
  else
  { 
    if (pWheel)
    {
      // restore wheel properties        
      IPhysicalEntity* pPhysics = m_pVehicle->GetEntity()->GetPhysics();    
      pe_params_wheel wheelParams;

      for (int i=0; i<m_pVehicle->GetWheelCount(); ++i)
      { 
        const pe_cargeomparams* pParams = m_pVehicle->GetWheelPart(i)->GetIWheel()->GetCarGeomParams();

        wheelParams.iWheel = i;
        wheelParams.bBlocked = 0;
        wheelParams.suspLenMax = pParams->lenMax;
        wheelParams.bDriving = pParams->bDriving;      
        wheelParams.minFriction = pParams->minFriction;
        wheelParams.maxFriction = pParams->maxFriction;
        pPhysics->SetParams(&wheelParams);
      }

			if (IVehicleMovement* pMovement = m_pVehicle->GetMovement())
			{ 
				SVehicleMovementEventParams params;
				params.pComponent = pComponent;
				params.iValue = pWheel->GetWheelIndex();
				// reset the particle status
				pMovement->OnEvent(IVehicleMovement::eVME_TireRestored, params);
			}
    }  
    
    m_aiImmobilizedTimer = -1;
  }

  m_isActive = activate;      
}
//------------------------------------------------------------------------
bool CVehicleMovementStdBoat::Init(IVehicle* pVehicle, const CVehicleParams& table)
{
  if (!CVehicleMovementBase::Init(pVehicle, table))
    return false;
  
  MOVEMENT_VALUE("velMax", m_velMax);      
  MOVEMENT_VALUE("velMaxReverse", m_velMaxReverse);
  MOVEMENT_VALUE("acceleration", m_accel);      
  MOVEMENT_VALUE("accelerationVelMax", m_accelVelMax);      
  MOVEMENT_VALUE("accelerationMultiplier", m_accelCoeff);         
  MOVEMENT_VALUE("pushTilt", m_pushTilt);     
  MOVEMENT_VALUE("turnRateMax", m_turnRateMax);
  MOVEMENT_VALUE("turnAccel", m_turnAccel);      
  MOVEMENT_VALUE("cornerForce", m_cornerForceCoeff);      
  MOVEMENT_VALUE("cornerTilt", m_cornerTilt);    
  MOVEMENT_VALUE("turnDamping", m_turnDamping); 
  MOVEMENT_VALUE("turnAccelMultiplier", m_turnAccelCoeff);
  MOVEMENT_VALUE_OPT("rollAccel", m_rollAccel, table);
  MOVEMENT_VALUE_OPT("pedalLimitReverse", m_pedalLimitReverse, table);
  MOVEMENT_VALUE_OPT("turnVelocityMult", m_turnVelocityMult, table);
  MOVEMENT_VALUE_OPT("velLift", m_velLift, table);
  MOVEMENT_VALUE_OPT("lateralDamping", m_lateralDamping, table);
  
  table.getAttr("waveIdleStrength", m_waveIdleStrength);
  table.getAttr("waveSpeedMult", m_waveSpeedMult);
  
  if (table.haveAttr("cornerHelper"))
	{
		if (IVehicleHelper* pHelper = m_pVehicle->GetHelper(table.getAttr("cornerHelper")))
			m_cornerOffset = pHelper->GetVehicleSpaceTranslation();
	}

  if (table.haveAttr("pushHelper"))
	{
		if (IVehicleHelper* pHelper = m_pVehicle->GetHelper(table.getAttr("pushHelper")))
			m_pushOffset = pHelper->GetVehicleSpaceTranslation();
	}

  // compute inertia [assumes box]
  AABB bbox;	
  
  IVehiclePart* pMassPart = pVehicle->GetPart("mass");
  if (!pMassPart)
    pMassPart = pVehicle->GetPart("massBox");
	
  if (pMassPart)
	{
		bbox = pMassPart->GetLocalBounds();
	}
	else
	{
		GameWarning("[CVehicleMovementStdBoat]: initialization: No \"mass\" geometry found!");
		m_pEntity->GetLocalBounds(bbox);
	}

  m_maxSpeed = m_velMax;
	float mass = pVehicle->GetMass();
  
  float width = bbox.max.x - bbox.min.x;
  float length = bbox.max.y - bbox.min.y;
  float height = bbox.max.z - bbox.min.z;
  m_Inertia.x = mass * (sqr(length)+ sqr(height)) / 12;
  m_Inertia.y = mass * (sqr(width) + sqr(height)) / 12;
  m_Inertia.z = mass * (sqr(width) + sqr(length)) / 12;
  
  m_massOffset = bbox.GetCenter();

  //CryLog("[StdBoat movement]: got mass offset (%f, %f, %f)", m_massOffset.x, m_massOffset.y, m_massOffset.z);

	m_pSplashPos = m_pVehicle->GetHelper("splashPos");

	if (m_pSplashPos)
		m_lastWakePos = m_pSplashPos->GetWorldSpaceTranslation();
	else
		m_lastWakePos = m_pVehicle->GetEntity()->GetWorldTM().GetTranslation();

	const char* waveEffect = "";
	MOVEMENT_VALUE_OPT("waveEffect", &waveEffect, table);
	m_pWaveEffect = gEnv->pParticleManager->FindEffect(waveEffect, "MovementStdBoat");

  m_waveTimer = cry_random(0.0f, gf_PI);
  m_diving = false;
  m_wakeSlot = -1;   
  m_waveSoundPitch = 0.f;
  m_rpmPitchDir = 0;
  m_waveSoundAmount = 0.1f;

  // AI related
  m_prevAngle = 0.0f;
  
	m_factorMaxSpeed = 1.f;
	m_factorAccel = 1.f;

  return true;
}