setInLap() public method

public setInLap ( ) : void
return void
 private void upateOpponentData(OpponentData opponentData, int racePosition, int completedLaps, int sector, Boolean isInPits,
     float sessionRunningTime, float secondsSinceLastUpdate, float[] currentWorldPosition, float[] previousWorldPosition,
     float previousSpeed, float worldRecordLapTime, float distanceRoundTrack, Boolean isRaining, float trackTemp, float airTemp)
 {
     opponentData.DistanceRoundTrack = distanceRoundTrack;
     float speed;
     Boolean validSpeed = true;
     if ((currentWorldPosition[0] == 0 && currentWorldPosition[1] == 0) || (previousWorldPosition[0] == 0 && previousWorldPosition[1] == 0))
     {
         speed = previousSpeed;
     }
     else
     {
         speed = (float)Math.Sqrt(Math.Pow(currentWorldPosition[0] - previousWorldPosition[0], 2) + Math.Pow(currentWorldPosition[1] - previousWorldPosition[1], 2)) / secondsSinceLastUpdate;
     }
     if (speed > 500)
     {
         // faster than 500m/s (1000+mph) suggests the player has quit to the pit. Might need to reassess this as the data are quite noisy
         validSpeed = false;
         opponentData.Speed = 0;
     }
     else if (speed == 0 && previousSpeed > 5)
     {
         if (previousSpeedReuseCount.ContainsKey(opponentData.DriverRawName))
         {
             if (previousSpeedReuseCount[opponentData.DriverRawName] > 5)
             {
                 // we've reused 5 previous values, reset
                 previousSpeedReuseCount[opponentData.DriverRawName] = 0;
             }
             else
             {
                 speed = previousSpeed;
                 previousSpeedReuseCount[opponentData.DriverRawName] = previousSpeedReuseCount[opponentData.DriverRawName] + 1;
             }
         }
         else
         {
             previousSpeedReuseCount.Add(opponentData.DriverRawName, 1);
             speed = previousSpeed;
         }
     }
     opponentData.Speed = speed;
     opponentData.Position = racePosition;
     opponentData.UnFilteredPosition = racePosition;
     opponentData.WorldPosition = currentWorldPosition;
     opponentData.IsNewLap = false;
     if (opponentData.CurrentSectorNumber != sector)
     {
         if (opponentData.CurrentSectorNumber == 3 && sector == 1)
         {
             // use -1 for provided lap time and let the AddSectorData method calculate it from the game time
             if (opponentData.OpponentLapData.Count > 0)
             {
                 opponentData.CompleteLapWithEstimatedLapTime(racePosition, sessionRunningTime, worldRecordLapTime, validSpeed,
                     isRaining, trackTemp, airTemp);
             }
             opponentData.StartNewLap(completedLaps + 1, racePosition, isInPits, sessionRunningTime, isRaining, trackTemp, airTemp);
             opponentData.IsNewLap = true;
         }
         else if (opponentData.CurrentSectorNumber == 1 && sector == 2 || opponentData.CurrentSectorNumber == 2 && sector == 3)
         {
             opponentData.AddSectorData(racePosition, -1, sessionRunningTime, validSpeed, isRaining, trackTemp, airTemp);
         }
         opponentData.CurrentSectorNumber = sector;
     }
     if (sector == 3 && isInPits)
     {
         opponentData.setInLap();
     }
     opponentData.CompletedLaps = completedLaps;
 }
 private void upateOpponentData(OpponentData opponentData, int racePosition, int unfilteredRacePosition, int completedLaps, int sector, float sectorTime, 
     float completedLapTime, Boolean isInPits, Boolean lapIsValid, float sessionRunningTime, float secondsSinceLastUpdate, float[] currentWorldPosition, 
     float[] previousWorldPosition, float distanceRoundTrack, int tire_type)
 {
     opponentData.DistanceRoundTrack = distanceRoundTrack;
     float speed;
     Boolean validSpeed = true;
     speed = (float)Math.Sqrt(Math.Pow(currentWorldPosition[0] - previousWorldPosition[0], 2) + Math.Pow(currentWorldPosition[1] - previousWorldPosition[1], 2)) / secondsSinceLastUpdate;
     if (speed > 500)
     {
         // faster than 500m/s (1000+mph) suggests the player has quit to the pit. Might need to reassess this as the data are quite noisy
         validSpeed = false;
         opponentData.Speed = 0;
     }
     opponentData.Speed = speed;
     if (opponentData.Position != racePosition)
     {
         opponentData.SessionTimeAtLastPositionChange = sessionRunningTime;
     }
     opponentData.Position = racePosition;
     opponentData.UnFilteredPosition = unfilteredRacePosition;
     opponentData.WorldPosition = currentWorldPosition;
     opponentData.IsNewLap = false;
     if (opponentData.CurrentSectorNumber != sector)
     {
         if (opponentData.CurrentSectorNumber == 3 && sector == 1)
         {
             if (opponentData.OpponentLapData.Count > 0)
             {
                 opponentData.CompleteLapWithProvidedLapTime(racePosition, sessionRunningTime, completedLapTime,
                     lapIsValid && validSpeed, false, 20, 20);
             }
             opponentData.StartNewLap(completedLaps + 1, racePosition, isInPits, sessionRunningTime, false, 20, 20);
             opponentData.IsNewLap = true;
         }
         else if (opponentData.CurrentSectorNumber == 1 && sector == 2 || opponentData.CurrentSectorNumber == 2 && sector == 3)
         {
             opponentData.AddSectorData(racePosition, sectorTime, sessionRunningTime, lapIsValid && validSpeed, false, 20, 20);
             if (sector == 2)
             {
                 opponentData.CurrentTyres = mapToTyreType(tire_type);
             }
         }
         opponentData.CurrentSectorNumber = sector;
     }
     opponentData.CompletedLaps = completedLaps;
     if (sector == 3 && isInPits)
     {
         opponentData.setInLap();
     }
 }