366 lines
8.9 KiB
C#
366 lines
8.9 KiB
C#
using Sandbox;
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using System;
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using System.Collections.Generic;
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using VeloX.Powertrain;
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namespace VeloX;
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public partial class VeloXCar
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{
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[Property, Feature( "Engine" )] Engine Engine { get; set; }
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private void EngineThink( float dt )
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{
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Engine.Throttle = Input.Down( "Forward" ) ? 1 : 0;
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Engine.ForwardStep( 0, 0 );
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}
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//[Property, Feature( "Engine" ), Sync] public EngineState EngineState { get; set; }
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//[Property, Feature( "Engine" )] public EngineStream Stream { get; set; }
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//public EngineStreamPlayer StreamPlayer { get; set; }
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//[Property, Feature( "Engine" )] public float MinRPM { get; set; } = 800;
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//[Property, Feature( "Engine" )] public float MaxRPM { get; set; } = 7000;
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//[Property, Feature( "Engine" ), Range( -1, 1 )]
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//public float PowerDistribution
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//{
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// get => powerDistribution; set
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// {
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// powerDistribution = value;
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// UpdatePowerDistribution();
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// }
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//}
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//[Property, Feature( "Engine" )] public float FlyWheelMass { get; set; } = 80f;
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//[Property, Feature( "Engine" )] public float FlyWheelRadius { get; set; } = 0.5f;
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//[Property, Feature( "Engine" )] public float FlywheelFriction { get; set; } = -6000;
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//[Property, Feature( "Engine" )] public float FlywheelTorque { get; set; } = 20000;
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//[Property, Feature( "Engine" )] public float EngineBrakeTorque { get; set; } = 2000;
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//[Property, Feature( "Engine" )]
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//public Dictionary<int, float> Gears { get; set; } = new()
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//{
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// [-1] = 2.5f,
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// [0] = 0f,
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// [1] = 2.8f,
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// [2] = 1.7f,
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// [3] = 1.2f,
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// [4] = 0.9f,
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// [5] = 0.75f,
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// [6] = 0.7f
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//};
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//[Property, Feature( "Engine" )] public float DifferentialRatio { get; set; } = 1f;
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//[Property, Feature( "Engine" ), Range( 0, 1 )] public float TransmissionEfficiency { get; set; } = 0.8f;
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//[Property, Feature( "Engine" )] private float MinRPMTorque { get; set; } = 5000f;
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//[Property, Feature( "Engine" )] private float MaxRPMTorque { get; set; } = 8000f;
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//[Sync] public int Gear { get; set; } = 0;
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//[Sync] public float Clutch { get; set; } = 1;
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//[Sync( SyncFlags.Interpolate )] public float EngineRPM { get; set; }
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//public float RPMPercent => (EngineRPM - MinRPM) / MaxRPM;
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//private const float TAU = MathF.Tau;
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//private int MinGear { get; set; }
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//private int MaxGear { get; set; }
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//[Sync] public bool IsRedlining { get; private set; }
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//private float flywheelVelocity;
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//private TimeUntil switchCD = 0;
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//private float groundedCount;
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//private float burnout;
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//private float frontBrake;
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//private float rearBrake;
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//private float availableFrontTorque;
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//private float availableRearTorque;
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//private float avgSideSlip;
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//private float avgPoweredRPM;
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//private float avgForwardSlip;
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//private float inputThrottle, inputBrake;
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//private bool inputHandbrake;
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//private float transmissionRPM;
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//private float powerDistribution;
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//public float FlywheelRPM
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//{
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// get => flywheelVelocity * 60 / TAU;
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// set
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// {
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// flywheelVelocity = value * TAU / 60; EngineRPM = value;
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// }
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//}
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//private void UpdateGearList()
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//{
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// int minGear = 0;
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// int maxGear = 0;
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// foreach ( var (gear, ratio) in Gears )
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// {
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// if ( gear < minGear )
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// minGear = gear;
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// if ( gear > maxGear )
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// maxGear = gear;
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// if ( minGear != 0 || maxGear != 0 )
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// {
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// SwitchGear( 0, false );
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// }
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// }
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// MinGear = minGear;
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// MaxGear = maxGear;
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//}
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//public void SwitchGear( int index, bool cooldown = true )
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//{
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// if ( Gear == index ) return;
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// index = Math.Clamp( index, MinGear, MaxGear );
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// if ( index == 0 || !cooldown )
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// switchCD = 0;
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// else
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// switchCD = 0.3f;
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// Clutch = 1;
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// Gear = index;
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//}
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//public float TransmissionToEngineRPM( int gear ) => avgPoweredRPM * Gears[gear] * DifferentialRatio * 60 / TAU;
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//public float GetTransmissionMaxRPM( int gear ) => FlywheelRPM / Gears[gear] / DifferentialRatio;
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//private void UpdatePowerDistribution()
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//{
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// if ( Wheels is null ) return;
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// int frontCount = 0, rearCount = 0;
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// foreach ( var wheel in Wheels )
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// {
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// if ( wheel.IsFront )
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// frontCount++;
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// else
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// rearCount++;
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// }
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// float frontDistribution = 0.5f + PowerDistribution * 0.5f;
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// float rearDistribution = 1 - frontDistribution;
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// frontDistribution /= frontCount;
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// rearDistribution /= rearCount;
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// foreach ( var wheel in Wheels )
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// if ( wheel.IsFront )
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// wheel.DistributionFactor = frontDistribution;
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// else
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// wheel.DistributionFactor = rearDistribution;
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//}
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//private void EngineAccelerate( float torque, float dt )
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//{
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// var inertia = 0.5f * FlyWheelMass * FlyWheelRadius * FlyWheelRadius;
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// var angularAcceleration = torque / inertia;
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// flywheelVelocity += angularAcceleration * dt;
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//}
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//private float GetTransmissionTorque( int gear, float minTorque, float maxTorque )
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//{
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// var torque = FlywheelRPM.Remap( MinRPM, MaxRPM, minTorque, maxTorque, true );
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// torque *= (1 - Clutch);
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// torque = torque * Gears[gear] * DifferentialRatio * TransmissionEfficiency;
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// return gear == -1 ? -torque : torque;
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//}
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//private void AutoGearSwitch()
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//{
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// if ( ForwardSpeed < 100 && Input.Down( "Backward" ) )
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// {
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// SwitchGear( -1, false );
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// return;
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// }
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// var currentGear = Gear;
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// if ( currentGear < 0 && ForwardSpeed < -100 )
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// return;
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// if ( Math.Abs( avgForwardSlip ) > 10 )
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// return;
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// var gear = Math.Clamp( currentGear, 1, MaxGear );
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// float minRPM = MinRPM, maxRPM = MaxRPM;
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// maxRPM *= 0.98f;
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// float gearRPM;
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// for ( int i = 1; i <= MaxGear; i++ )
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// {
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// gearRPM = TransmissionToEngineRPM( i );
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// if ( (i == 1 && gearRPM < minRPM) || (gearRPM > minRPM && gearRPM < maxRPM) )
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// {
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// gear = i;
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// break;
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// }
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// }
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// var threshold = minRPM + (maxRPM - minRPM) * (0.5 - Throttle * 0.3);
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// if ( gear < currentGear && gear > currentGear - 2 && EngineRPM > threshold )
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// return;
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// SwitchGear( gear );
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//}
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//private float EngineClutch( float dt )
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//{
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// if ( !switchCD )
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// {
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// inputThrottle = 0;
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// return 0;
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// }
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// if ( inputHandbrake )
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// return 1;
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// var absForwardSpeed = Math.Abs( ForwardSpeed );
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// if ( groundedCount < 1 && absForwardSpeed > 30 )
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// return 1;
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// if ( ForwardSpeed < -50 && inputBrake > 0 && Gear < 0 )
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// return 1;
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// if ( absForwardSpeed > 200 )
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// return 0;
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// return inputThrottle > 0.1f ? 0 : 1;
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//}
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//private void EngineThink( float dt )
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//{
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// inputThrottle = Input.Down( "Forward" ) ? 1 : 0;
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// inputBrake = Input.Down( "Backward" ) ? 1 : 0;
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// inputHandbrake = Input.Down( "Jump" );
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// if ( burnout > 0 )
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// {
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// SwitchGear( 1, false );
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// if ( inputThrottle < 0.1f || inputBrake < 0.1f )
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// burnout = 0;
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// }
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// else
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// AutoGearSwitch();
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// if ( Gear < 0 )
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// (inputBrake, inputThrottle) = (inputThrottle, inputBrake);
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// var rpm = FlywheelRPM;
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// var clutch = EngineClutch( dt );
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// if ( inputThrottle > 0.1 && inputBrake > 0.1 && Math.Abs( ForwardSpeed ) < 50 )
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// {
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// burnout = MathX.Approach( burnout, 1, dt * 2 );
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// Clutch = 0;
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// }
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// else if ( inputHandbrake )
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// {
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// frontBrake = 0f;
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// rearBrake = 0.5f;
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// Clutch = 1;
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// clutch = 1;
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// }
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// else
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// {
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// if ( (Gear == -1 || Gear == 1) && inputThrottle < 0.05f && inputBrake < 0.1f && groundedCount > 1 && rpm < MinRPM * 1.2f )
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// inputBrake = 0.2f;
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// frontBrake = inputBrake * 0.5f;
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// rearBrake = inputBrake * 0.5f;
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// }
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// clutch = MathX.Approach( Clutch, clutch, dt * ((Gear < 2 && inputThrottle > 0.1f) ? 6 : 2) );
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// Clutch = clutch;
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// var isRedlining = false;
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// transmissionRPM = 0;
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// if ( Gear != 0 )
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// {
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// transmissionRPM = TransmissionToEngineRPM( Gear );
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// transmissionRPM = Gear < 0 ? -transmissionRPM : transmissionRPM;
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// rpm = (rpm * clutch) + (MathF.Max( 0, transmissionRPM ) * (1 - clutch));
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// }
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// var throttle = Throttle;
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// var gearTorque = GetTransmissionTorque( Gear, MinRPMTorque, MaxRPMTorque );
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// var availableTorque = gearTorque * throttle;
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// if ( transmissionRPM < 0 )
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// {
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// availableTorque += gearTorque * 2;
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// }
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// else
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// {
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// var engineBrakeTorque = GetTransmissionTorque( Gear, EngineBrakeTorque, EngineBrakeTorque );
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// availableTorque -= engineBrakeTorque * (1 - throttle) * 0.5f;
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// }
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// var maxRPM = MaxRPM;
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// if ( rpm < MinRPM )
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// {
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// rpm = MinRPM;
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// }
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// else if ( rpm > maxRPM )
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// {
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// if ( rpm > maxRPM * 1.2f )
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// availableTorque = 0;
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// rpm = maxRPM;
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// if ( Gear != MaxGear || groundedCount < Wheels.Count )
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// isRedlining = true;
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// }
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// FlywheelRPM = Math.Clamp( rpm, 0, maxRPM );
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// if ( burnout > 0 )
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// availableTorque += availableTorque * burnout * 0.1f;
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// var front = 0.5f + PowerDistribution * 0.5f;
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// var rear = 1 - front;
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// availableFrontTorque = availableTorque * front;
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// availableRearTorque = availableTorque * rear;
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// throttle = MathX.Approach( throttle, inputThrottle, dt * 4 );
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// EngineAccelerate( FlywheelFriction + FlywheelTorque * throttle, dt );
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// Throttle = throttle;
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// IsRedlining = (isRedlining && inputThrottle > 0);
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//}
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}
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