struct SExhaustParams { float runBaseSizeScale; float runMinSpeed; float runMinSpeedSizeScale; float runMinSpeedCountScale; float runMinSpeedSpeedScale; float runMaxSpeed; float runMaxSpeedSizeScale; float runMaxSpeedCountScale; float runMaxSpeedSpeedScale; float runMinPower; float runMinPowerSizeScale; float runMinPowerCountScale; float runMinPowerSpeedScale; float runMaxPower; float runMaxPowerSizeScale; float runMaxPowerCountScale; float runMaxPowerSpeedScale; bool insideWater; bool outsideWater; bool disableWithNegativePower; bool hasExhaust; };
IVehicleSystem.h
Exhaust particles parameter structure Movement classes can use this to control exhausts. Currently we support a start/stop effect and a running effect with various parameters. It's up to the movement if/how it makes use of it.
bool disableWithNegativePower;
bool hasExhaust;
bool insideWater;
bool outsideWater;
float runBaseSizeScale;
float runMaxPower;
float runMaxPowerCountScale;
float runMaxPowerSizeScale;
float runMaxPowerSpeedScale;
float runMaxSpeed;
float runMaxSpeedCountScale;
float runMaxSpeedSizeScale;
float runMaxSpeedSpeedScale;
float runMinPower;
float runMinPowerCountScale;
float runMinPowerSizeScale;
float runMinPowerSpeedScale;
float runMinSpeed;
float runMinSpeedCountScale;
float runMinSpeedSizeScale;
float runMinSpeedSpeedScale;
virtual ~SExhaustParams();
virtual const char* GetBoostEffect() const = 0;
virtual size_t GetExhaustCount() const = 0;
virtual IVehicleHelper* GetHelper(int idx) const = 0;
virtual const char* GetRunEffect() const = 0;
virtual const char* GetStartEffect() const = 0;
virtual const char* GetStopEffect() const = 0;
SExhaustParams();