//------------------------------------------------------------------------
bool CVehicleMovementTank::Init(IVehicle* pVehicle, const CVehicleParams& table)
{
	if (!CVehicleMovementStdWheeled::Init(pVehicle, table))
		return false;

	MOVEMENT_VALUE("pedalSpeed", m_pedalSpeed);
	MOVEMENT_VALUE_OPT("pedalThreshold", m_pedalThreshold, table);
	MOVEMENT_VALUE("steerSpeed", m_steerSpeed);
	MOVEMENT_VALUE_OPT("steerSpeedRelax", m_steerSpeedRelax, table);
	MOVEMENT_VALUE_OPT("steerLimit", m_steerLimit, table);  
	MOVEMENT_VALUE("latFricMin", m_latFricMin);
	MOVEMENT_VALUE("latFricMinSteer", m_latFricMinSteer);
	MOVEMENT_VALUE("latFricMax", m_latFricMax);  
	MOVEMENT_VALUE("latSlipMin", m_latSlipMin);
	MOVEMENT_VALUE("latSlipMax", m_latSlipMax);

	MOVEMENT_VALUE_OPT("steeringImpulseMin", m_steeringImpulseMin, table);
	MOVEMENT_VALUE_OPT("steeringImpulseMax", m_steeringImpulseMax, table);
	MOVEMENT_VALUE_OPT("steeringImpulseRelaxMin", m_steeringImpulseRelaxMin, table);
	MOVEMENT_VALUE_OPT("steeringImpulseRelaxMax", m_steeringImpulseRelaxMax, table);

	m_maxSoundSlipSpeed = 10.f;  


	return true;
}
//------------------------------------------------------------------------
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;
}