In CSceneVehicleVisState there are some hidden values that trigger when I crash, either from the front, back, or at all. I thought these were related to accel penalty but now I think they're actually sparks. Taken from Current Effects plugin, some safety removed for brevity:
uint16 penalty1Offset = 0;
int GetPenalty1(CSceneVehicleVisState@ state) { // front/back impact strength? 0 - 16,843,009
if (penalty1Offset == 0) {
const Reflection::MwClassInfo@ type = Reflection::GetType("CSceneVehicleVisState");
penalty1Offset = type.GetMember("WaterImmersionCoef").Offset - 8;
}
return Dev::GetOffsetInt32(state, penalty1Offset);
}
uint16 penalty2Offset = 0;
int GetPenalty2(CSceneVehicleVisState@ state) { // back impact? 0 - 1
if (penalty2Offset == 0) {
const Reflection::MwClassInfo@ type = Reflection::GetType("CSceneVehicleVisState");
penalty2Offset = type.GetMember("WaterImmersionCoef").Offset - 4;
}
return Dev::GetOffsetInt32(state, penalty2Offset);
}
uint16 penalty3Offset = 0;
int GetPenalty3(CSceneVehicleVisState@ state) { // any impact? 0 - ~1,065,000,000
if (penalty3Offset == 0) {
const Reflection::MwClassInfo@ type = Reflection::GetType("CSceneVehicleVisState");
penalty3Offset = type.GetMember("WetnessValue01").Offset + 8;
}
return Dev::GetOffsetInt32(state, penalty3Offset);
}
In
CSceneVehicleVisStatethere are some hidden values that trigger when I crash, either from the front, back, or at all. I thought these were related to accel penalty but now I think they're actually sparks. Taken from Current Effects plugin, some safety removed for brevity: