Example #1
0
        private void PredictAccleration()
        {
            _possibleFastAccel = true; // get in default state

            _carAngle = Vehicle.Rotation.X;

            // Check if any wheel is not on allowed surface
            foreach (var wheelPos in _wheelPos)
            {
                var surface = World.Raycast(wheelPos, wheelPos + new Vector3(0, 0, -10),
                                            IntersectFlags.Everything, Vehicle);

                if (!_allowedSurfaces.Contains(surface.MaterialHash))
                {
                    _possibleFastAccel = false;
                }
            }

            // Check if car angle is too high or not on all wheels
            if (_possibleFastAccel)
            {
                if (_carAngle > 7 || !Vehicle.IsOnAllWheels || Utils.IsAnyTireBurst(Vehicle))
                {
                    _possibleFastAccel = false;
                }
            }

            // Check for player bursting car tires
            if (VehicleControl.GetWheelRotationSpeeds(Vehicle)[0] < 1f)
            {
                // Check if car is on same place
                if (Speed < 1)
                {
                    _wheelPosPrev = _wheelPos;
                    _isPosChanged = false;
                }

                if (_wheelPosPrev != null)
                {
                    foreach (var pos in _wheelPos)
                    {
                        if (pos.Round(1) != _wheelPosPrev[
                                _wheelPos.IndexOf(pos)].Round(1))
                        {
                            _isPosChanged = true;
                            break;
                        }
                    }
                }

                if (_isPosChanged && _possibleFastAccel)
                {
                    _possibleFastAccel = false;
                }
            }
        }
Example #2
0
        private void GetAccelerationSound()
        {
            WheelSpeed = VehicleControl.GetWheelRotationSpeeds(Vehicle)[3];

            // Define engine sound variation based on wheel speed
            _currentAccel = _engineAccell1Sound;

            if (CurrentGear == 2)
            {
                _currentAccel = _engineAccell2Sound;
            }
            if (CurrentGear == 3)
            {
                _currentAccel = _engineAccell3Sound;
            }
            if (CurrentGear >= 4)
            {
                _currentAccel = _engineAccell4Sound;
            }
        }