public float CurrentWheelSpin(WheelspinWheel wheel) { switch (wheel) { case WheelspinWheel.FrontLeft: return(LatestPacket.WheelSpeedFrontLeft - LatestPacket.Speed); case WheelspinWheel.FrontRight: return(LatestPacket.WheelSpeedFrontRight - LatestPacket.Speed); case WheelspinWheel.RearLeft: return(LatestPacket.WheelSpeedBackLeft - LatestPacket.Speed); case WheelspinWheel.RearRight: return(LatestPacket.WheelSpeedBackRight - LatestPacket.Speed); default: return(0.0f); } }
public float CurrentWheelSpin(WheelspinWheel wheel) { switch (wheel) { case WheelspinWheel.FrontLeft: return LatestPacket.WheelSpeedFrontLeft - LatestPacket.Speed; case WheelspinWheel.FrontRight: return LatestPacket.WheelSpeedFrontRight - LatestPacket.Speed; case WheelspinWheel.RearLeft: return LatestPacket.WheelSpeedBackLeft - LatestPacket.Speed; case WheelspinWheel.RearRight: return LatestPacket.WheelSpeedBackRight - LatestPacket.Speed; default: return 0.0f; } }