public static void SimulationStep(CarAI carAI, ushort vehicleID, ref Vehicle vehicleData, ref Vehicle.Frame frameData, ushort leaderID, ref Vehicle leaderData, int lodPhysics) { uint currentFrameIndex = Singleton <SimulationManager> .instance.m_currentFrameIndex; frameData.m_position += frameData.m_velocity * 0.5f; frameData.m_swayPosition += frameData.m_swayVelocity * 0.5f; float acceleration = carAI.m_info.m_acceleration; float braking = carAI.m_info.m_braking; float magnitude = frameData.m_velocity.magnitude; Vector3 vector = vehicleData.m_targetPos0 - (Vector4)frameData.m_position; float sqrMagnitude = vector.sqrMagnitude; float num = (magnitude + acceleration) * (0.5f + 0.5f * (magnitude + acceleration) / braking) + carAI.m_info.m_generatedInfo.m_size.z * 0.5f; float num2 = Mathf.Max(magnitude + acceleration, 5f); if (lodPhysics >= 2 && (ulong)(currentFrameIndex >> 4 & 3u) == (ulong)((long)(vehicleID & 3))) { num2 *= 2f; } float num3 = Mathf.Max((num - num2) / 3f, 1f); float num4 = num2 * num2; float num5 = num3 * num3; int i = 0; bool flag = false; if ((sqrMagnitude < num4 || vehicleData.m_targetPos3.w < 0.01f) && (leaderData.m_flags & (Vehicle.Flags.WaitingPath | Vehicle.Flags.Stopped)) == Vehicle.Flags.None) { if (leaderData.m_path != 0u) { CustomVehicleAI.UpdatePathTargetPositions(carAI, vehicleID, ref vehicleData, frameData.m_position, ref i, 4, num4, num5); if ((leaderData.m_flags & Vehicle.Flags.Spawned) == Vehicle.Flags.None) { frameData = vehicleData.m_frame0; return; } } if ((leaderData.m_flags & Vehicle.Flags.WaitingPath) == Vehicle.Flags.None) { while (i < 4) { float minSqrDistance; Vector3 refPos; if (i == 0) { minSqrDistance = num4; refPos = frameData.m_position; flag = true; } else { minSqrDistance = num5; refPos = vehicleData.GetTargetPos(i - 1); } int num6 = i; carAI.UpdateBuildingTargetPositions(vehicleID, ref vehicleData, refPos, leaderID, ref leaderData, ref i, minSqrDistance); if (i == num6) { break; } } if (i != 0) { Vector4 targetPos = vehicleData.GetTargetPos(i - 1); while (i < 4) { vehicleData.SetTargetPos(i++, targetPos); } } } vector = vehicleData.m_targetPos0 - (Vector4)frameData.m_position; sqrMagnitude = vector.sqrMagnitude; } if (leaderData.m_path != 0u && (leaderData.m_flags & Vehicle.Flags.WaitingPath) == Vehicle.Flags.None) { NetManager instance = Singleton <NetManager> .instance; byte b = leaderData.m_pathPositionIndex; byte lastPathOffset = leaderData.m_lastPathOffset; if (b == 255) { b = 0; } float num7 = 1f + leaderData.CalculateTotalLength(leaderID); PathManager instance2 = Singleton <PathManager> .instance; PathUnit.Position pathPos; if (instance2.m_pathUnits.m_buffer[(int)((UIntPtr)leaderData.m_path)].GetPosition(b >> 1, out pathPos)) { instance.m_segments.m_buffer[(int)pathPos.m_segment].AddTraffic(Mathf.RoundToInt(num7 * 2.5f)); bool flag2 = false; if ((b & 1) == 0 || lastPathOffset == 0) { uint laneID = PathManager.GetLaneID(pathPos); if (laneID != 0u) { Vector3 b2 = instance.m_lanes.m_buffer[(int)((UIntPtr)laneID)].CalculatePosition((float)pathPos.m_offset * 0.003921569f); float num8 = 0.5f * magnitude * magnitude / carAI.m_info.m_braking + carAI.m_info.m_generatedInfo.m_size.z * 0.5f; if (Vector3.Distance(frameData.m_position, b2) >= num8 - 1f) { instance.m_lanes.m_buffer[(int)((UIntPtr)laneID)].ReserveSpace(num7); flag2 = true; } } } if (!flag2 && instance2.m_pathUnits.m_buffer[(int)((UIntPtr)leaderData.m_path)].GetNextPosition(b >> 1, out pathPos)) { uint laneID2 = PathManager.GetLaneID(pathPos); if (laneID2 != 0u) { instance.m_lanes.m_buffer[(int)((UIntPtr)laneID2)].ReserveSpace(num7); } } } if ((ulong)(currentFrameIndex >> 4 & 15u) == (ulong)((long)(leaderID & 15))) { bool flag3 = false; uint path = leaderData.m_path; int num9 = b >> 1; int j = 0; while (j < 5) { bool flag4; if (PathUnit.GetNextPosition(ref path, ref num9, out pathPos, out flag4)) { uint laneID3 = PathManager.GetLaneID(pathPos); if (laneID3 != 0u && !instance.m_lanes.m_buffer[(int)((UIntPtr)laneID3)].CheckSpace(num7)) { j++; continue; } } if (flag4) { (carAI as IVehicle).InvalidPath(vehicleID, ref vehicleData, leaderID, ref leaderData); } flag3 = true; break; } if (!flag3) { leaderData.m_flags |= Vehicle.Flags.Congestion; } } } float num10; if ((leaderData.m_flags & Vehicle.Flags.Stopped) != Vehicle.Flags.None) { num10 = 0f; } else { num10 = vehicleData.m_targetPos0.w; } Quaternion rotation = Quaternion.Inverse(frameData.m_rotation); vector = rotation * vector; Vector3 vector2 = rotation * frameData.m_velocity; Vector3 a = Vector3.forward; Vector3 vector3 = Vector3.zero; Vector3 zero = Vector3.zero; float num11 = 0f; float num12 = 0f; bool flag5 = false; float num13 = 0f; if (sqrMagnitude > 1f) { a = VectorUtils.NormalizeXZ(vector, out num13); if (num13 > 1f) { Vector3 vector4 = vector; num2 = Mathf.Max(magnitude, 2f); num4 = num2 * num2; if (sqrMagnitude > num4) { vector4 *= num2 / Mathf.Sqrt(sqrMagnitude); } bool flag6 = false; if (vector4.z < Mathf.Abs(vector4.x)) { if (vector4.z < 0f) { flag6 = true; } float num14 = Mathf.Abs(vector4.x); if (num14 < 1f) { vector4.x = Mathf.Sign(vector4.x); if (vector4.x == 0f) { vector4.x = 1f; } num14 = 1f; } vector4.z = num14; } float b3; a = VectorUtils.NormalizeXZ(vector4, out b3); num13 = Mathf.Min(num13, b3); float num15 = 1.57079637f * (1f - a.z); if (num13 > 1f) { num15 /= num13; } float num16 = num13; if (vehicleData.m_targetPos0.w < 0.1f) { num10 = (carAI as IVehicle).CalculateTargetSpeed(vehicleID, ref vehicleData, 1000f, num15); num10 = Mathf.Min(num10, CalculateMaxSpeed(num16, Mathf.Min(vehicleData.m_targetPos0.w, vehicleData.m_targetPos1.w), braking * 0.9f)); } else { num10 = Mathf.Min(num10, (carAI as IVehicle).CalculateTargetSpeed(vehicleID, ref vehicleData, 1000f, num15)); num10 = Mathf.Min(num10, CalculateMaxSpeed(num16, vehicleData.m_targetPos1.w, braking * 0.9f)); } num16 += VectorUtils.LengthXZ(vehicleData.m_targetPos1 - vehicleData.m_targetPos0); num10 = Mathf.Min(num10, CalculateMaxSpeed(num16, vehicleData.m_targetPos2.w, braking * 0.9f)); num16 += VectorUtils.LengthXZ(vehicleData.m_targetPos2 - vehicleData.m_targetPos1); num10 = Mathf.Min(num10, CalculateMaxSpeed(num16, vehicleData.m_targetPos3.w, braking * 0.9f)); num16 += VectorUtils.LengthXZ(vehicleData.m_targetPos3 - vehicleData.m_targetPos2); if (vehicleData.m_targetPos3.w < 0.01f) { num16 = Mathf.Max(0f, num16 - carAI.m_info.m_generatedInfo.m_size.z * 0.5f); } num10 = Mathf.Min(num10, CalculateMaxSpeed(num16, 0f, braking * 0.9f)); if (!DisableCollisionCheck(leaderID, ref leaderData)) { CustomCarAI.CheckOtherVehicles(carAI, vehicleID, ref vehicleData, ref frameData, ref num10, ref flag5, ref zero, num, braking * 0.9f, lodPhysics); } if (flag6) { num10 = -num10; } if (num10 < magnitude) { float num17 = Mathf.Max(acceleration, Mathf.Min(braking, magnitude)); num11 = Mathf.Max(num10, magnitude - num17); } else { float num18 = Mathf.Max(acceleration, Mathf.Min(braking, -magnitude)); num11 = Mathf.Min(num10, magnitude + num18); } } } else { if (magnitude < 0.1f && flag && carAI.ArriveAtDestination(leaderID, ref leaderData)) { leaderData.Unspawn(leaderID); if (leaderID == vehicleID) { frameData = leaderData.m_frame0; } return; } } if ((leaderData.m_flags & Vehicle.Flags.Stopped) == Vehicle.Flags.None && num10 < 0.1f) { flag5 = true; } if (flag5) { vehicleData.m_blockCounter = (byte)Mathf.Min((int)(vehicleData.m_blockCounter + 1), 255); if ((vehicleData.m_blockCounter == 100 || vehicleData.m_blockCounter == 150) && (CSLTraffic.Options & OptionsManager.ModOptions.NoDespawn) == OptionsManager.ModOptions.NoDespawn) { vehicleData.m_blockCounter++; } } else { vehicleData.m_blockCounter = 0; } if (num13 > 1f) { num12 = Mathf.Asin(a.x) * Mathf.Sign(num11); vector3 = a * num11; } else { num11 = 0f; Vector3 b4 = Vector3.ClampMagnitude(vector * 0.5f - vector2, braking); vector3 = vector2 + b4; } bool flag7 = (currentFrameIndex + (uint)leaderID & 16u) != 0u; Vector3 a2 = vector3 - vector2; Vector3 vector5 = frameData.m_rotation * vector3; frameData.m_velocity = vector5 + zero; frameData.m_position += frameData.m_velocity * 0.5f; frameData.m_swayVelocity = frameData.m_swayVelocity * (1f - carAI.m_info.m_dampers) - a2 * (1f - carAI.m_info.m_springs) - frameData.m_swayPosition * carAI.m_info.m_springs; frameData.m_swayPosition += frameData.m_swayVelocity * 0.5f; frameData.m_steerAngle = num12; frameData.m_travelDistance += vector3.z; frameData.m_lightIntensity.x = 5f; frameData.m_lightIntensity.y = ((a2.z >= -0.1f) ? 0.5f : 5f); frameData.m_lightIntensity.z = ((num12 >= -0.1f || !flag7) ? 0f : 5f); frameData.m_lightIntensity.w = ((num12 <= 0.1f || !flag7) ? 0f : 5f); frameData.m_underground = ((vehicleData.m_flags & Vehicle.Flags.Underground) != Vehicle.Flags.None); frameData.m_transition = ((vehicleData.m_flags & Vehicle.Flags.Transition) != Vehicle.Flags.None); if ((vehicleData.m_flags & Vehicle.Flags.Parking) != Vehicle.Flags.None && num13 <= 1f && flag) { Vector3 forward = vehicleData.m_targetPos1 - vehicleData.m_targetPos0; if (forward.sqrMagnitude > 0.01f) { frameData.m_rotation = Quaternion.LookRotation(forward); } } else { if (num11 > 0.1f) { if (vector5.sqrMagnitude > 0.01f) { frameData.m_rotation = Quaternion.LookRotation(vector5); } } else { if (num11 < -0.1f && vector5.sqrMagnitude > 0.01f) { frameData.m_rotation = Quaternion.LookRotation(-vector5); } } } }
public static void SimulationStep(CarAI carAI, ushort vehicleID, ref Vehicle vehicleData, ref Vehicle.Frame frameData, ushort leaderID, ref Vehicle leaderData, int lodPhysics) { uint currentFrameIndex = Singleton <SimulationManager> .instance.m_currentFrameIndex; frameData.m_position += frameData.m_velocity * 0.5f; frameData.m_swayPosition += frameData.m_swayVelocity * 0.5f; float acceleration = carAI.m_info.m_acceleration; float braking = carAI.m_info.m_braking; float magnitude = frameData.m_velocity.magnitude; Vector3 vector = vehicleData.m_targetPos0 - (Vector4)frameData.m_position; float sqrMagnitude = vector.sqrMagnitude; float num = (magnitude + acceleration) * (0.5f + 0.5f * (magnitude + acceleration) / braking) + carAI.m_info.m_generatedInfo.m_size.z * 0.5f; float num2 = Mathf.Max(magnitude + acceleration, 5f); if (lodPhysics >= 2 && (ulong)(currentFrameIndex >> 4 & 3u) == (ulong)((long)(vehicleID & 3))) { num2 *= 2f; } float num3 = Mathf.Max((num - num2) / 3f, 1f); float num4 = num2 * num2; float num5 = num3 * num3; int i = 0; bool flag = false; if ((sqrMagnitude < num4 || vehicleData.m_targetPos3.w < 0.01f) && (leaderData.m_flags & (Vehicle.Flags.WaitingPath | Vehicle.Flags.Stopped)) == Vehicle.Flags.None) { if (leaderData.m_path != 0u) { CustomVehicleAI.UpdatePathTargetPositions(carAI, vehicleID, ref vehicleData, frameData.m_position, ref i, 4, num4, num5); if ((leaderData.m_flags & Vehicle.Flags.Spawned) == Vehicle.Flags.None) { frameData = vehicleData.m_frame0; return; } } if ((leaderData.m_flags & Vehicle.Flags.WaitingPath) == Vehicle.Flags.None) { while (i < 4) { float minSqrDistance; Vector3 refPos; if (i == 0) { minSqrDistance = num4; refPos = frameData.m_position; flag = true; } else { minSqrDistance = num5; refPos = vehicleData.GetTargetPos(i - 1); } int num6 = i; carAI.UpdateBuildingTargetPositions(vehicleID, ref vehicleData, refPos, leaderID, ref leaderData, ref i, minSqrDistance); if (i == num6) { break; } } if (i != 0) { Vector4 targetPos = vehicleData.GetTargetPos(i - 1); while (i < 4) { vehicleData.SetTargetPos(i++, targetPos); } } } vector = vehicleData.m_targetPos0 - (Vector4)frameData.m_position; sqrMagnitude = vector.sqrMagnitude; } if (leaderData.m_path != 0u && (leaderData.m_flags & Vehicle.Flags.WaitingPath) == Vehicle.Flags.None) { NetManager instance = Singleton <NetManager> .instance; byte b = leaderData.m_pathPositionIndex; byte lastPathOffset = leaderData.m_lastPathOffset; if (b == 255) { b = 0; } float num7 = 1f + leaderData.CalculateTotalLength(leaderID); PathManager instance2 = Singleton <PathManager> .instance; PathUnit.Position pathPos; if (instance2.m_pathUnits.m_buffer[(int)((UIntPtr)leaderData.m_path)].GetPosition(b >> 1, out pathPos)) { instance.m_segments.m_buffer[(int)pathPos.m_segment].AddTraffic(Mathf.RoundToInt(num7 * 2.5f)); bool flag2 = false; if ((b & 1) == 0 || lastPathOffset == 0) { uint laneID = PathManager.GetLaneID(pathPos); if (laneID != 0u) { Vector3 b2 = instance.m_lanes.m_buffer[(int)((UIntPtr)laneID)].CalculatePosition((float)pathPos.m_offset * 0.003921569f); float num8 = 0.5f * magnitude * magnitude / carAI.m_info.m_braking + carAI.m_info.m_generatedInfo.m_size.z * 0.5f; if (Vector3.Distance(frameData.m_position, b2) >= num8 - 1f) { instance.m_lanes.m_buffer[(int)((UIntPtr)laneID)].ReserveSpace(num7); flag2 = true; } } } if (!flag2 && instance2.m_pathUnits.m_buffer[(int)((UIntPtr)leaderData.m_path)].GetNextPosition(b >> 1, out pathPos)) { uint laneID2 = PathManager.GetLaneID(pathPos); if (laneID2 != 0u) { instance.m_lanes.m_buffer[(int)((UIntPtr)laneID2)].ReserveSpace(num7); } } } /* -------------------- Congestion Changes ------------------------- */ // Not everything is new. Changes are commented if ((ulong)(currentFrameIndex >> 4 & 15u) == (ulong)((long)(leaderID & 15))) { bool flag3 = false; uint path = leaderData.m_path; int num9 = b >> 1; int j = 0, count = 0; // the count variable is used to keep track of how many of the next 5 lanes are congested //int j = 0; while (j < 5) { bool flag4; if (PathUnit.GetNextPosition(ref path, ref num9, out pathPos, out flag4)) { uint laneID3 = PathManager.GetLaneID(pathPos); if (laneID3 != 0 && !instance.m_lanes.m_buffer[(int)((UIntPtr)laneID3)].CheckSpace(num7)) { j++; ++count; // this lane is congested so increase count continue; } } if (flag4) { (carAI as IVehicle).InvalidPath(vehicleID, ref vehicleData, leaderID, ref leaderData); // flag it as not congested and set count to -1 so that it is neither congested nor completely clear // this is needed here because, contrary to the default code, it does not leave the cycle below if ((CSLTraffic.Options & OptionsManager.ModOptions.ImprovedAI) == OptionsManager.ModOptions.ImprovedAI) { flag3 = true; count = -1; break; } } flag3 = true; ++j; if ((CSLTraffic.Options & OptionsManager.ModOptions.ImprovedAI) != OptionsManager.ModOptions.ImprovedAI) { break; } // the default code would leave the cycle at this point since it found a non congested lane. // this has been changed so that vehicles detect congestions a few lanes in advance. // I am yet to test the performance impact this particular "feature" has. } if ((CSLTraffic.Options & OptionsManager.ModOptions.ImprovedAI) == OptionsManager.ModOptions.ImprovedAI) { // if at least 2 out of the next 5 lanes are congested and it hasn't tried to find a new path yet, then calculates a new path and flags it as such // the amounf of congested lanes necessary to calculate a new path can be tweaked to reduce the amount of new paths being calculated, if performance in bigger cities is severely affected if (count >= 2 && (leaderData.m_flags & (Vehicle.Flags) 1073741824) == 0) { leaderData.m_flags |= (Vehicle.Flags) 1073741824; (carAI as IVehicle).InvalidPath(vehicleID, ref vehicleData, leaderID, ref leaderData); } // if none of the next 5 lanes is congested and the vehicle has already searched for a new path, then it successfully avoided a congestion and the flag is cleared else if (count == 0 && (leaderData.m_flags & (Vehicle.Flags) 1073741824) != 0) { leaderData.m_flags &= ~((Vehicle.Flags) 1073741824); } // default congestion behavior else if (!flag3) { leaderData.m_flags |= Vehicle.Flags.Congestion; } } else if (!flag3) { leaderData.m_flags |= Vehicle.Flags.Congestion; } } /* ----------------------------------------------------------------- */ } float num10; if ((leaderData.m_flags & Vehicle.Flags.Stopped) != Vehicle.Flags.None) { num10 = 0f; } else { num10 = vehicleData.m_targetPos0.w; } Quaternion rotation = Quaternion.Inverse(frameData.m_rotation); vector = rotation * vector; Vector3 vector2 = rotation * frameData.m_velocity; Vector3 a = Vector3.forward; Vector3 vector3 = Vector3.zero; Vector3 zero = Vector3.zero; float num11 = 0f; float num12 = 0f; bool flag5 = false; float num13 = 0f; if (sqrMagnitude > 1f) { a = VectorUtils.NormalizeXZ(vector, out num13); if (num13 > 1f) { Vector3 vector4 = vector; num2 = Mathf.Max(magnitude, 2f); num4 = num2 * num2; if (sqrMagnitude > num4) { vector4 *= num2 / Mathf.Sqrt(sqrMagnitude); } bool flag6 = false; if (vector4.z < Mathf.Abs(vector4.x)) { if (vector4.z < 0f) { flag6 = true; } float num14 = Mathf.Abs(vector4.x); if (num14 < 1f) { vector4.x = Mathf.Sign(vector4.x); if (vector4.x == 0f) { vector4.x = 1f; } num14 = 1f; } vector4.z = num14; } float b3; a = VectorUtils.NormalizeXZ(vector4, out b3); num13 = Mathf.Min(num13, b3); float num15 = 1.57079637f * (1f - a.z); if (num13 > 1f) { num15 /= num13; } float num16 = num13; if (vehicleData.m_targetPos0.w < 0.1f) { num10 = (carAI as IVehicle).CalculateTargetSpeed(vehicleID, ref vehicleData, 1000f, num15); num10 = Mathf.Min(num10, CalculateMaxSpeed(num16, Mathf.Min(vehicleData.m_targetPos0.w, vehicleData.m_targetPos1.w), braking * 0.9f)); } else { num10 = Mathf.Min(num10, (carAI as IVehicle).CalculateTargetSpeed(vehicleID, ref vehicleData, 1000f, num15)); num10 = Mathf.Min(num10, CalculateMaxSpeed(num16, vehicleData.m_targetPos1.w, braking * 0.9f)); } num16 += VectorUtils.LengthXZ(vehicleData.m_targetPos1 - vehicleData.m_targetPos0); num10 = Mathf.Min(num10, CalculateMaxSpeed(num16, vehicleData.m_targetPos2.w, braking * 0.9f)); num16 += VectorUtils.LengthXZ(vehicleData.m_targetPos2 - vehicleData.m_targetPos1); num10 = Mathf.Min(num10, CalculateMaxSpeed(num16, vehicleData.m_targetPos3.w, braking * 0.9f)); num16 += VectorUtils.LengthXZ(vehicleData.m_targetPos3 - vehicleData.m_targetPos2); if (vehicleData.m_targetPos3.w < 0.01f) { num16 = Mathf.Max(0f, num16 - carAI.m_info.m_generatedInfo.m_size.z * 0.5f); } num10 = Mathf.Min(num10, CalculateMaxSpeed(num16, 0f, braking * 0.9f)); if (!DisableCollisionCheck(leaderID, ref leaderData)) { CustomCarAI.CheckOtherVehicles(carAI, vehicleID, ref vehicleData, ref frameData, ref num10, ref flag5, ref zero, num, braking * 0.9f, lodPhysics); } if (flag6) { num10 = -num10; } if (num10 < magnitude) { float num17 = Mathf.Max(acceleration, Mathf.Min(braking, magnitude)); num11 = Mathf.Max(num10, magnitude - num17); } else { float num18 = Mathf.Max(acceleration, Mathf.Min(braking, -magnitude)); num11 = Mathf.Min(num10, magnitude + num18); } } } else { if (magnitude < 0.1f && flag && carAI.ArriveAtDestination(leaderID, ref leaderData)) { leaderData.Unspawn(leaderID); if (leaderID == vehicleID) { frameData = leaderData.m_frame0; } return; } } if ((leaderData.m_flags & Vehicle.Flags.Stopped) == Vehicle.Flags.None && num10 < 0.1f) { flag5 = true; } if (flag5) { vehicleData.m_blockCounter = (byte)Mathf.Min((int)(vehicleData.m_blockCounter + 1), 255); if ((vehicleData.m_blockCounter == 100 || vehicleData.m_blockCounter == 150) && (CSLTraffic.Options & OptionsManager.ModOptions.NoDespawn) == OptionsManager.ModOptions.NoDespawn) { vehicleData.m_blockCounter++; } } else { vehicleData.m_blockCounter = 0; } if (num13 > 1f) { num12 = Mathf.Asin(a.x) * Mathf.Sign(num11); vector3 = a * num11; } else { num11 = 0f; Vector3 b4 = Vector3.ClampMagnitude(vector * 0.5f - vector2, braking); vector3 = vector2 + b4; } bool flag7 = (currentFrameIndex + (uint)leaderID & 16u) != 0u; Vector3 a2 = vector3 - vector2; Vector3 vector5 = frameData.m_rotation * vector3; frameData.m_velocity = vector5 + zero; frameData.m_position += frameData.m_velocity * 0.5f; frameData.m_swayVelocity = frameData.m_swayVelocity * (1f - carAI.m_info.m_dampers) - a2 * (1f - carAI.m_info.m_springs) - frameData.m_swayPosition * carAI.m_info.m_springs; frameData.m_swayPosition += frameData.m_swayVelocity * 0.5f; frameData.m_steerAngle = num12; frameData.m_travelDistance += vector3.z; frameData.m_lightIntensity.x = 5f; frameData.m_lightIntensity.y = ((a2.z >= -0.1f) ? 0.5f : 5f); frameData.m_lightIntensity.z = ((num12 >= -0.1f || !flag7) ? 0f : 5f); frameData.m_lightIntensity.w = ((num12 <= 0.1f || !flag7) ? 0f : 5f); frameData.m_underground = ((vehicleData.m_flags & Vehicle.Flags.Underground) != Vehicle.Flags.None); frameData.m_transition = ((vehicleData.m_flags & Vehicle.Flags.Transition) != Vehicle.Flags.None); if ((vehicleData.m_flags & Vehicle.Flags.Parking) != Vehicle.Flags.None && num13 <= 1f && flag) { Vector3 forward = vehicleData.m_targetPos1 - vehicleData.m_targetPos0; if (forward.sqrMagnitude > 0.01f) { frameData.m_rotation = Quaternion.LookRotation(forward); } } else { if (num11 > 0.1f) { if (vector5.sqrMagnitude > 0.01f) { frameData.m_rotation = Quaternion.LookRotation(vector5); } } else { if (num11 < -0.1f && vector5.sqrMagnitude > 0.01f) { frameData.m_rotation = Quaternion.LookRotation(-vector5); } } } }