public List <ILap> GetLapTimes() { List <ILap> laps = new List <ILap>(); if (rFactor.Simulator.Modules.Times_History_LapTimes == false) { return(laps); } int lapsbase = __LapsData.ToInt32(); for (int l = 0; l < this.Laps + 1; l++) { float start = rFactor.Game.ReadFloat(new IntPtr(lapsbase + l * 0x04 * 0x06)); float s1 = rFactor.Game.ReadFloat(new IntPtr(lapsbase + 0x04 + l * 0x04 * 0x06)); float s2 = rFactor.Game.ReadFloat(new IntPtr(lapsbase + 0x08 + l * 0x04 * 0x06)); float s3 = rFactor.Game.ReadFloat(new IntPtr(lapsbase + 0x0C + l * 0x04 * 0x06)); s3 -= s2; s2 -= s1; Lap lap = new Lap(l, s1, s2, s3); laps.Add(lap); } return(laps); }
public ILap GetLapTime(int l) { if (rFactor.Simulator.Modules.Times_History_LapTimes == false) { return(new Lap(0, 0, 0, 0)); } int lapsbase = __LapsData.ToInt32(); float start = rFactor.Game.ReadFloat(new IntPtr(lapsbase + l * 0x04 * 0x06)); float s1 = rFactor.Game.ReadFloat(new IntPtr(lapsbase + 0x04 + l * 0x04 * 0x06)); float s2 = rFactor.Game.ReadFloat(new IntPtr(lapsbase + 0x08 + l * 0x04 * 0x06)); float s3 = rFactor.Game.ReadFloat(new IntPtr(lapsbase + 0x0C + l * 0x04 * 0x06)); s3 -= s2; s2 -= s1; Lap lap = new Lap(l, s1, s2, s3); return(lap); }