VE Lua Documentation

Press F to search!

updateGFX

Definition


-- @/lua/vehicle/electrics.lua:356

local function updateGFX(dt)
  updateIgnitionStarterHandler(dt)
  generateBlinkPulseHandler(dt)

  local vals = M.values
  -- the primary source values

  automaticIndicatorStopHandler()

  vals.accXSmooth = sensors.gx2
  vals.accYSmooth = sensors.gy2
  vals.accZSmooth = sensors.gz2

  vals.odometer = partCondition.getRootPartOdometerValue()
  vals.trip = partCondition.getRootPartTripValue()

  vals.brakelights = nil
  vals.nop = 0 --nop electrics for not yet working things
  vals.parkingbrake = vals.parkingbrake_input
  vals.parkingbrakelight = vals.parkingbrake > 0
  vals.lights = lightsState
  vals.lights_state = lightsState
  if signalWarnState then
    vals.turnsignal = 0
  elseif signalRightState then
    vals.turnsignal = 1
  elseif signalLeftState then
    vals.turnsignal = -1
  else
    vals.turnsignal = 0
  end

  vals.airspeed = obj:getGroundSpeed()
  vals.airflowspeed = obj:getAirflowSpeed()
  vals.altitude = obj:getAltitude()
  vals.parking = 0 -- TODO: input.parkinglights
  vals.reverse = (vals.gearIndex or 0) < 0

  -- and then the derived values
  vals.signal_L = vals.signal_left_input == 1 and blinkPulse
  vals.signal_R = vals.signal_right_input == 1 and blinkPulse

  vals.hazard = (signalWarnState and blinkPulse)
  vals.hazard_enabled = signalWarnState
  vals.lightbar = lightbarState
  vals.lowpressure = (beamstate.lowpressure)
  vals.oil = (vals.oiltemp or 0) >= 130
  vals.lowhighbeam = (lightsState == 1 or lightsState == 2)
  vals.lowbeam = (lightsState == 1)
  vals.highbeam = (lightsState == 2)
  vals.fog = fogLightsState
  vals.horn = hornState

  --mixed values for american style indicators/lights
  vals.lowhighbeam_signal_R = vals.signal_right_input == 1 and (blinkPulse and 1 or 0) or ceil(vals.lowhighbeam and 1 or 0)
  vals.lowhighbeam_signal_L = vals.signal_left_input == 1 and (blinkPulse and 1 or 0) or ceil(vals.lowhighbeam and 1 or 0)
  --wigwag lights
  --desired behavior: highbeam is controlled by normal highbeam values if lightbar is OFF
  --if it's on, only the wigwag signal has control over the highbeam
  local lightbarActive = vals.lightbar > 0
  local wigwagRActive = vals.wigwag_R == 1
  local wigwagLActive = vals.wigwag_L == 1
  local highbeamActive = vals.highbeam
  vals.highbeam_wigwag_R = ((highbeamActive and not lightbarActive) or (wigwagRActive)) and 1 or 0
  vals.highbeam_wigwag_L = ((highbeamActive and not lightbarActive) or (wigwagLActive)) and 1 or 0
  vals.reverse_wigwag_R = vals.wigwag_R == 1 or ceil(vals.reverse and 1 or 0)
  vals.reverse_wigwag_L = vals.wigwag_L == 1 or ceil(vals.reverse and 1 or 0)

  local rpm = vals.rpm
  vals.rpmTacho = rpmSmoother:get(rpm, dt)
  vals.rpmspin = (vals.rpmspin + dt * rpm * 6) % 360 --make sure to convert properly between the units here

  vals.signal_right_input = (signalRightState)
  vals.signal_left_input = (signalLeftState)

  vals.boost = (vals.turboBoost or 0) + (vals.superchargerBoost or 0)
  vals.boostMax = max((vals.turboBoostMax or 0), (vals.superchargerBoostMax or 0))

  -- inject imported electrics events first time, this needs to happen twice overall so that code between gfx first step and gfx second step can see these updated electrics
  beamstate.updateRemoteElectrics(true)

  for f, v in pairs(vals) do
    if M.disabledState[f] ~= nil then
      vals[f] = nil
    else
      if type(v) == "boolean" then
        vals[f] = vals[f] and 1 or 0
      end
    end
  end
end

Callers

@/lua/vehicle/extensions/tech/GPS.lua

local function updateGFX(dtSim)
  for sensorId, _ in pairs(GPSs) do
@/lua/vehicle/extensions/tech/tyreBarrier.lua

local function updateGFX(dtSim)
  if IMUcontroller ~= nil then
@/lua/vehicle/extensions/api.lua

local function updateGFX()
    httpJsonServer.update()
@/lua/vehicle/controller/playerController.lua

local function updateGFX(dt)
  ballGroundContactNodesPast, ballGroundContactNodesNew = ballGroundContactNodesNew, ballGroundContactNodesPast
@/lua/vehicle/controller/tirePressureControl.lua

local function updateGFX(dt)
  pEnv = obj:getEnvPressure()
@/lua/vehicle/controller/dummy.lua

local function updateGFX(dt)
  electrics.values.throttle = math.min(math.max(input.throttle or 0, 0), 1)
@/lua/vehicle/extensions/tech/CANBus/ProjectBavariaController.lua

local function updateGFX(dt)
  if playerInfo.firstPlayerSeated then
@/lua/vehicle/controller/drivingDynamics/actuators/activeCenterDiffLock.lua

local function updateGFX(dt)
  if not controlParameters.isEnabled then
local function updateGFXDebug(dt)
  updateGFX(dt)
@/lua/vehicle/controller/pneumatics/liftAxleControl.lua

local function updateGFX(dt)
  if currentMode == modes.drop then
@/lua/vehicle/controller/drivingDynamics/actuators/electronicSplitShaftLock.lua

local function updateGFX(dt)
  if not controlParameters.isEnabled then
local function updateGFXDebug(dt)
  updateGFX(dt)
@/lua/vehicle/extensions/telemetryLogger.lua

local function updateGFX(dt)
  if not isRecording then
@/lua/vehicle/controller/pneumatics/airbrakes.lua

local function updateGFX(dt)
  updateSounds(dt)
@/lua/vehicle/controller/advancedCouplerControl.lua

local function updateGFX(dt)
  if couplerGroup.spawnSoundDelayTimer > 0 then
@/lua/vehicle/controller/gauges/customModules/accelerationData.lua

local function updateGFX(dt)
end
@/lua/vehicle/powertrain.lua

local function updateGFX(dt)
  M.currentGravity = obj:getGravity()
    if device.updateGFX then
      device:updateGFX(dt)
    end
@/lua/vehicle/electrics.lua

  customValueParser.updateGFX(dt)
@/lua/vehicle/controller/controlModes.lua

local function updateGFX(dt)
  inputs.steering = input.steering
@/lua/vehicle/ai.lua
M.updateGFX = nop
local function updateGFX(dtGFX)
  dt = dtGFX
@/lua/vehicle/sensors.lua

local function updateGFX(dt)
  local ffisensors = M.ffiSensors
@/lua/vehicle/controller/pneumatics.lua

local function updateGFX(dt)
  for _, g in pairs(beamGroups) do
@/lua/vehicle/extensions/dragAi.lua

local function updateGFX(dt)
  if state == "ready" then
@/lua/vehicle/powertrain/supercharger.lua

local function updateGFX(dt)
  -- Some verification stuff
@/lua/vehicle/powertrain/frictionClutch.lua

local function updateGFX(device, dt)
  local kClutchToBellHousing = 30
@/lua/vehicle/extensions/debug/advancedExternalDebug.lua

local function updateGFX(dt)
  mainDebugPacket.isActiveVehicle = playerInfo.firstPlayerSeated
@/lua/vehicle/powertrain/automaticGearbox.lua

local function updateGFX(device, dt)
  --interpolate gear ratio to simulate the opening/closing clutches of the auto gearbox
@/lua/vehicle/powertrain/genericTorqueProvider.lua

local function updateGFX(device, dt)
  device.outputRPM = device.outputAV1 * avToRPM
@/lua/vehicle/controller/drivingDynamics/supervisors/components/aeroControl.lua

local function updateGFX(dt)
end
local function updateGFXDebug(dt)
  updateGFX(dt)
@/lua/vehicle/beamstate.lua

local function updateGFX(dt)
  -- Planet timers
@/lua/vehicle/controller/drivingDynamics/actuators/activeDiffLock.lua

local function updateGFX(dt)
  if not controlParameters.isEnabled then
local function updateGFXDebug(dt)
  updateGFX(dt)
@/lua/vehicle/controller/propAnimation/singleAxisLever.lua

local function updateGFX(dt)
  local gearModeIndex = electrics.values.gearModeIndex or 0
@/lua/vehicle/extensions/mqttGrafanaDemo.lua

local function updateGFX(dt)
  if not client then return end
@/lua/vehicle/controller/wendoverGauges.lua

local function updateGFX(dt)
  updateTimer = updateTimer + dt
@/lua/vehicle/extensions/tech/CANBus/ButtonBox.lua

local function updateGFX(dt)
  if playerInfo.firstPlayerSeated then
@/lua/vehicle/extensions/core/quickAccess.lua

local function updateGFX(dt)
  if actionCallbackCountdown then
@/lua/vehicle/controller/drivingDynamics/actuators/electronicDiffLock.lua

local function updateGFX(dt)
  if not controlParameters.isEnabled then
local function updateGFXDebug(dt)
  updateGFX(dt)
@/lua/vehicle/controller/drivingDynamics/supervisors/slipProviders/virtualSpeedSlip.lua

local function updateGFX(dt)
end
local function updateGFXDebug(dt)
  updateGFX(dt)
@/lua/vehicle/powertrain/compressor.lua

local function updateGFX(device, dt)
  if streams.willSend("pneumaticsData") then
@/lua/vehicle/controller/tech/MQTToutput.lua

local function updateGFX(dt)
  updateData(dt)
@/lua/vehicle/extensions/tech/mesh.lua

local function updateGFX(dtSim)
  for sensorId, _ in pairs(meshes) do
@/lua/vehicle/props.lua

local function updateGFX()
  local evals = electrics.values
@/lua/vehicle/controller/drivingDynamics/sensors/virtualSensors.lua

local function updateGFX(dt)
end
local function updateGFXDebug(dt)
  updateGFX(dt)
  local virtual = M.virtual
@/lua/vehicle/controller/lightbar.lua
-- @param dt: Delta time since last frame in seconds
local function updateGFX(dt)
  -- Skip if lightbar system isn't active
@/lua/vehicle/controller/drivingDynamics/sensors/sensorHub.lua

local function updateGFX(dt)
  --print(M.accNoiseX + M.accNoiseY + M.accNoiseZ)
local function updateGFXDebug(dt)
  updateGFX(dt)
@/lua/vehicle/controller/beaconSpin.lua

local function updateGFX(dt)
  electrics.values[electricsName] = electrics.values.lightbar > 0 and ((electrics.values[electricsName] + (dt * beaconSpeed)) % 360) or 0 --this needs to be 0 as otherwise the spotlights stay turned on :|
@/lua/vehicle/extensions/inputAnalyzer.lua

local function updateGFX(dt)
  inputCheckTimer = inputCheckTimer + dt
@/lua/vehicle/extensions/tech/CANBus/RacingDisplay.lua

local function updateGFX(dt)
  if playerInfo.firstPlayerSeated then
@/lua/vehicle/controller/etkGauges.lua

local function updateGFX(dt)
  if not uiIsReady then
@/lua/vehicle/controller/gauges/customModules/dynamicRedlineData.lua

local function updateGFX(dt)
end
@/lua/vehicle/controller/axleLift.lua

local function updateGFX(dt)
  local frontPos = frontRaisedPosition
@/lua/vehicle/controller/sound/linearMovement.lua

local function updateGFX(dt)
  --get the current length of our sensor beam
@/lua/vehicle/extensions/tech/ACC.lua

local function updateGFX(dtSim)
@/lua/vehicle/powertrain/turbocharger.lua

local function updateGFX(dt)
  --Some verification stuff
@/lua/vehicle/controller/drivingDynamics/supervisors/components/brakeControl.lua

local function updateGFX(dt)
  electrics.values.isYCBrakeActive = isYCBrakeActive and 1 or 0
local function updateGFXDebug(dt)
  updateGFX(dt)
@/lua/vehicle/main.lua
  lastDt = dtSim
  sensors.updateGFX(dtSim) -- must be before input and ai
  mapmgr.sendTracking() -- must be before ai
  mapmgr.sendTracking() -- must be before ai
  wheels.updateGFX(dtSim)
  ai.updateGFX(dtSim) -- must be before input and after wheels
  wheels.updateGFX(dtSim)
  ai.updateGFX(dtSim) -- must be before input and after wheels
  input.updateGFX(dtSim) -- must be as early as possible
  ai.updateGFX(dtSim) -- must be before input and after wheels
  input.updateGFX(dtSim) -- must be as early as possible
  electrics.updateGFX(dtSim)
  input.updateGFX(dtSim) -- must be as early as possible
  electrics.updateGFX(dtSim)
  controller.updateGFX(dtSim)
  electrics.updateGFX(dtSim)
  controller.updateGFX(dtSim)
  electrics.updateGFXSecondStep(dtSim)
  extensions.hook("updateGFX", dtSim) -- must be before drivetrain, hydros and after electrics
  hydros.updateGFX(dtSim) -- must be early for FFB, but after (input, electrics) and before props
  powertrain.updateGFX(dtSim)
  hydros.updateGFX(dtSim) -- must be early for FFB, but after (input, electrics) and before props
  powertrain.updateGFX(dtSim)
  energyStorage.updateGFX(dtSim)
  powertrain.updateGFX(dtSim)
  energyStorage.updateGFX(dtSim)
  drivetrain.updateGFX(dtSim)
  energyStorage.updateGFX(dtSim)
  drivetrain.updateGFX(dtSim)
  beamstate.updateGFX(dtSim) -- must be after drivetrain
  drivetrain.updateGFX(dtSim)
  beamstate.updateGFX(dtSim) -- must be after drivetrain
  protocols.updateGFX(dtSim)
  beamstate.updateGFX(dtSim) -- must be after drivetrain
  protocols.updateGFX(dtSim)
  sounds.updateGFX(dtSim)
  protocols.updateGFX(dtSim)
  sounds.updateGFX(dtSim)
  thrusters.updateGFX() -- should be after extensions.hook
  sounds.updateGFX(dtSim)
  thrusters.updateGFX() -- should be after extensions.hook
  if playerInfo.firstPlayerSeated then
    damageTracker.updateGFX(dtSim)
  end

  props.updateGFX() -- must be after hydros
  material.updateGFX()
  props.updateGFX() -- must be after hydros
  material.updateGFX()
  fire.updateGFX(dtSim)
  material.updateGFX()
  fire.updateGFX(dtSim)
  recovery.updateGFX(dtSim)
  fire.updateGFX(dtSim)
  recovery.updateGFX(dtSim)
  powertrain.updateGFXLastStage(dtSim)
@/lua/vehicle/energyStorage.lua

local function updateGFX(dt)
  for i = 1, storageCount, 1 do
    if storage.updateGFX then
      storage:updateGFX(dt)
    end
@/lua/vehicle/controller/braking/hydraulicPumpBrake.lua

local function updateGFX(dt)
  --the engine technically runs the hydraulic pump for the brakes, so no spinning engine means no brake pressure
@/lua/vehicle/controller/braking/compressionBrake.lua

local function updateGFX(dt)
  local compressionBrakeCoefActual = compressionBrakeCoef * (1 - sign(controlledEngine.requestedThrottle))
@/lua/vehicle/extensions/advancedwheeldebug.lua

local function updateGFX(dt)
  if not isDebugEnabled then
@/lua/vehicle/energyStorage/n2oTank.lua

local function updateGFX(storage, dt)
  storage.remainingMass = storage.storedEnergy / storage.energyDensity
@/lua/ge/extensions/core/input/bindings.lua
local wasWalking
local function updateGFX(dtRaw)
  if filechangeTimeout then
@/lua/vehicle/extensions/escMeasurement.lua

local function updateGFX(dt)
  if workerCoroutine ~= nil then
@/lua/vehicle/controller/inputOutputDemo.lua
--If you overload this method performance wise, fps will drop gracefully, so disk IO and other heavily unpredictable things are done/triggered from here (or user input)
local function updateGFX(dt)
  LogInterestingData()
@/lua/vehicle/extensions/gameplayInterfaceModules/interactCargoContainers.lua
local anyContainerNeedsUpdate = false
local function updateGFX(dtSim)
  anyContainerNeedsUpdate = false
@/lua/vehicle/extensions/utRecorder.lua

local function updateGFX(dt)
  local pos = obj:getPosition()
@/lua/vehicle/controller/couplings/fifthwheel.lua

local function updateGFX(dt)
  --print(state)
@/lua/vehicle/controller/hydraulics/electricHydraulics.lua

local function updateGFX(dt)
  local motorThrottle = 0
@/lua/vehicle/powertrain/nitrousOxideInjection.lua

local function updateGFX(dt)
  if assignedEngine.engineDisabled then
@/lua/vehicle/controller/braking/adaptiveBrakeLights.lua

local function updateGFX(dt)
  local brakeValue = electrics.values.brake or 0
@/lua/vehicle/controller.lua

local function updateGFX(dt)
  for i = 1, gfxUpdateCount, 1 do
      if controller.updateGFX ~= nil then
        print("  sortedControllers[" .. i .. "].updateGFX(dt) -- " .. tostring(controller.typeName))
      end
@/lua/vehicle/controller/pneumatics/lowAirPressureWarning.lua

local function updateGFX(dt)
  local pressure = relevantPressureTank and relevantPressureTank.currentPressure or 0
@/lua/vehicle/powertrain/electricMotor.lua

local function updateGFX(device, dt)
  device:updateEnergyUsage()
@/lua/vehicle/controller/controllerTemplate.lua

local function updateGFX(dt)
end
@/lua/vehicle/electricsCustomValueParser.lua

local function updateGFX(dt)
  --copy our main electrics into the sandboxed environment
@/lua/vehicle/extensions/core/booster.lua

local function updateGFX(dtSim)
  local planets = {}
@/lua/vehicle/hydros.lua

local function updateGFX(dt) -- dt in seconds
  local invPhysSteps = physicsDt / dt
@/lua/vehicle/controller/sound/airbrakes.lua

local function updateGFX(dt)
  local brake = electrics.values[electricsBrakeName] or 0
@/lua/vehicle/controller/propAnimation/dualAxisLever.lua

local function updateGFX(dt)
  updateTargetQueue(dt)
@/lua/vehicle/energyStorage/fuelTank.lua

local function updateGFX(storage, dt)
  storage.remainingVolume = storage.storedEnergy / (storage.fuelLiquidDensity * storage.energyDensity)
@/lua/vehicle/controller/jato.lua

local function updateGFX(dt)
  local jatoInput = min(electrics.values.jatoInput or 0, 1)
@/lua/vehicle/controller/drivingDynamics/supervisors/components/diffControl.lua

local function updateGFX(dt)
end
local function updateGFXDebug(dt)
  updateGFX(dt)
@/lua/vehicle/energyStorage/electricBattery.lua

local function updateGFX(storage, dt)
  storage:setStoredEnergy(storage.storedEnergy)
@/lua/ge/extensions/util/export.lua

local function updateGFX(dt)
  if lastMeshInfo and lastMeshInfo.dataIsReady then
@/gameplay/missionTypes/hypermiling/fluidConsumptionToGraph.lua

local function updateGFX(dtSim)
  updateTimer = updateTimer + dtSim
@/lua/vehicle/controller/sound/reverseWarn.lua

local function updateGFX(dt)
  tick = tick + dt
@/lua/vehicle/controller/4wd.lua

local function updateGFX(dt)
  electrics.values.modeRangeBox = rangeBox and (rangeBox.mode == "low" and 1 or 0) or 0
@/lua/vehicle/extensions/aeroDebug.lua

local function updateGFX(dt)
  if not isEnabled then
@/lua/vehicle/controller/drivingDynamics/supervisors/components/motorTorqueControl.lua

local function updateGFX(dt)
end
local function updateGFXDebug(dt)
  updateGFX(dt)
@/lua/vehicle/controller/linearActuators/linearActuatorTrailerFeet.lua

local function updateGFX(dt)
  local currentPosition = actuator.currentExtendPercent
@/lua/vehicle/extensions/tech/platooning.lua

local function updateGFX(dtSim)
@/lua/vehicle/powertrain/hydraulicCylinder.lua

local function updateGFX(cylinder, dt)
  local valvePosition = electrics.values[cylinder.directionElectricsName] or 0
@/lua/vehicle/extensions/straightLine.lua

local function updateGFX(dt)
  if baseTargetPos then
@/lua/vehicle/controller/drivingDynamics/sensors/vehicleData.lua

local function updateGFX(dt)
end
local function updateGFXDebug(dt)
  updateGFX(dt)
@/lua/ge/map.lua

local function updateGFX(dtReal, dtSim)
  if dtSim > 0 then
@/lua/vehicle/controller/shiftLights.lua

local function updateGFX(dt)
  local rpm = electrics.values[inputElectricsName]
@/lua/vehicle/extensions/tech/LINBus/LINBusPeak.lua

local function updateGFX(dt)
  if M.isConnected then
@/lua/vehicle/controller/airplaneSurfaces.lua

local function updateGFX(dt)
  local rudder = input.rudder or 0
@/lua/vehicle/controller/propAnimation/googlyEyes.lua

local function updateGFX(dt)
  local sizeCoef = linearScale(sensors.gz, 0, defaultGravity * gravityMaxSizeCoef, maxSizeCoef, minSizeCoef)
@/lua/vehicle/controller/powertrainControl/rimPullControl.lua

local function updateGFX(dt)
  --read the rim pull input from the relevant axis action
@/lua/vehicle/controller/drivingDynamics/CMU.lua

local function updateGFX(dt)
  checkForRollOverAndCrash(dt)
local function updateGFXDebugNotEnabled(dt)
  updateGFX(dt)
local function updateGFXDebugEnabled(dt)
  updateGFX(dt)
@/lua/vehicle/controller/pyrotechnicCharge.lua

local function updateGFX(dt)
  if not hasTriggered then
@/lua/vehicle/extensions/simpleTripApp.lua

local function updateGFX(dtSim)
  local dtReal = obj:getRealdt()
@/lua/vehicle/controller/tech/screens.lua

local function updateGFX(dt)
end
@/lua/vehicle/controller/driveModes.lua

local function updateGFX(dt)
  for _, buttonData in pairs(simpleControlButtons) do
@/lua/vehicle/controller/drivingDynamics/actuators/activeDiffBias.lua

local function updateGFX(dt)
  if not controlParameters.isEnabled then
local function updateGFXDebug(dt)
  updateGFX(dt)
@/lua/vehicle/controller/beamNavigator.lua

local function updateGFX(dt)
  updateTimer = updateTimer + dt
@/lua/vehicle/controller/drivingDynamics/supervisors/components/awdControl.lua

local function updateGFX(dt)
end
local function updateGFXDebug(dt)
  updateGFX(dt)
@/lua/vehicle/controller/twoStepLaunch.lua

local function updateGFX(dt)
  if twoStepState == "idle" then
@/lua/vehicle/extensions/tech/advancedIMU.lua

local function updateGFX(dtSim)
  for sensorId, _ in pairs(advancedIMUs) do
@/lua/vehicle/controller/vehicleController/vehicleController.lua

  --drivingStrategy.core.updateGFX(dt)
@/lua/vehicle/controller/hydraulics/hydraulicTrailerFeet.lua

local function updateGFX(dt)
  local currentPosition = feetCylinder.currentExtendPercent
@/lua/vehicle/controller/sound/AVAS.lua

local function updateGFX(dt)
  local gear = electrics.values.gear
@/lua/vehicle/input.lua
local lockTypeWarned
local function updateGFX(dt)
  gxSmoothMax = gx_Smoother:getUncapped(0, dt)
@/lua/vehicle/controller/braking/postCrashBrake.lua

local function updateGFX(dt)
  if state == "idle" then
@/lua/vehicle/extensions/odometer.lua

local function updateGFX(dt)
  relativeOdometer = relativeOdometer + abs(electrics.values.wheelspeed or 0) * dt
@/lua/vehicle/extensions/tech/CANBus/ProjectBavariaKombi.lua

local function updateGFX(dt)
  if playerInfo.firstPlayerSeated then
@/lua/vehicle/powertrain/manualGearbox.lua

local function updateGFX(device, dt)
  --local gearIndex = device.grindingShiftTargetIndex or device.gearIndex
@/lua/ge/main.lua
  if geluaProfiler then geluaProfiler:start() end
  map.updateGFX(dtReal, dtSim)
  if geluaProfiler then geluaProfiler:add("luaPreRender map update") end

  extensions.core_input_bindings.updateGFX(dtRaw)
  simTimeAuthority.update(dtReal)
@/lua/vehicle/extensions/tech/idealRADARSensor.lua

local function updateGFX(dtSim)
  for sensorId, _ in pairs(idealRADARs) do
@/lua/vehicle/controller/sbrGauges.lua

local function updateGFX(dt)
  updateTimer = updateTimer + dt
@/lua/vehicle/powertrain/hydraulicPump.lua

local function updateGFX(device, dt)
  for _, consumer in ipairs(device.connectedConsumers) do
  for _, consumer in ipairs(device.connectedConsumers) do
    consumer:updateGFX(device.accumulatorPressure, dt)
  end
@/lua/vehicle/fire.lua

local function updateGFX(dt)
  local rand = random(1) --use the same random value for all effects in this frame
@/lua/vehicle/extensions/tech/powertrainSensor.lua

local function updateGFX(dtSim)
  for sensorId, _ in pairs(powertrains) do
@/lua/vehicle/material.lua

local function updateGFX()
  -- check for changes
@/lua/vehicle/powertrain/electricServo.lua

local function updateGFX(device, dt)
  --note: this method is only executed if any electrics name for the target angle is set
@/lua/vehicle/powertrain/combustionEngine.lua

local function updateGFX(device, dt)
  device:updateFuelUsage()

  device.turbocharger.updateGFX(dt)
  device.supercharger.updateGFX(dt)
  device.turbocharger.updateGFX(dt)
  device.supercharger.updateGFX(dt)
  device.nitrousOxideInjection.updateGFX(dt)
  device.supercharger.updateGFX(dt)
  device.nitrousOxideInjection.updateGFX(dt)

  device.thermals.updateGFX(dt)
@/lua/vehicle/controller/pneumatics/actuators.lua

local function updateGFX(dt)
  for _, g in pairs(crossFlowGroups) do
@/lua/vehicle/controller/gauges/genericGauges.lua

local function updateGFX(dt)
  updateTimer = updateTimer + dt
@/lua/vehicle/energyStorage/pressureTank.lua

local function updateGFX(storage, dt)
  -- calculate pressure from stored energy and capacity: PV = nRT, e = nRT, therefore PV = e and P = e / V
@/lua/vehicle/controller/drivingDynamics/supervisors/tractionControl.lua

local function updateGFX(dt)
  isActiveSmoothed = isActiveSmoother:getUncapped(tractionControlActive and 1 or 0, dt)
local function updateGFXDebug(dt)
  updateGFX(dt)
@/lua/vehicle/powertrain/hydraulicAccumulator.lua

local function updateGFX(device, dt)
  for _, consumer in ipairs(device.connectedConsumers) do
  for _, consumer in ipairs(device.connectedConsumers) do
    consumer:updateGFX(device.accumulatorPressure, dt)
  end
@/lua/vehicle/controller/lineLock.lua

local function updateGFX(dt)
  electrics.values[electricsName] = lineLockActive
@/lua/vehicle/extensions/vehicleStatsLogger.lua

local function updateGFX(dt)
  if not doLogging then
@/lua/vehicle/controller/vivaceGauges.lua

local function updateGFX(dt)
  updateTimer = updateTimer + dt
@/lua/vehicle/extensions/gameplayStatistic.lua

local function updateGFX(dt)
  if lenstatSchedule > 0 then
@/lua/vehicle/extensions/cruiseControl.lua

local function updateGFX(dt)
  if not isEnabled then
@/lua/vehicle/controller/gauges/customModules/combustionEngineData.lua

local function updateGFX(dt)
end
@/lua/vehicle/controller/gauges/customModules/environmentData.lua

local function updateGFX(dt)
end
@/lua/vehicle/controller/drivingDynamics/supervisors/yawControl.lua

local function updateGFX(dt)
  isActiveSmoothed = isActiveSmoother:getUncapped(yawControlActive and 1 or 0, dt)
local function updateGFXDebug(dt)
  updateGFX(dt)
@/lua/vehicle/protocols.lua

local function updateGFX(dtSim)
  if not playerInfo.firstPlayerSeated then return end
@/lua/vehicle/extensions/tech/CANBus/ProjectBavariaShifter.lua

local function updateGFX(dt)
  if playerInfo.firstPlayerSeated then
@/lua/vehicle/powertrain/combustionEngineThermals.lua

local function updateGFX(dt)
  updateCoolingGFXMethod(dt)
@/lua/vehicle/extensions/dynoClient.lua

local function updateGFX(dt)
    if not dynoObjectID then return end
@/lua/vehicle/controller/gauges/customModules/tireData.lua

local function updateGFX(dt)
end
@/lua/vehicle/controller/gauges/customModules/navigationData.lua

local function updateGFX(dt)
end
@/lua/vehicle/powertrain/centrifugalClutch.lua

local function updateGFX(device, dt)
  local kClutchToHousing = 20
@/lua/vehicle/extensions/escCalibration.lua

local function updateGFX(dt)
  if skewStiffnessTestState == idleState then
@/lua/vehicle/extensions/tech/dumpPlayerInput.lua
-- this is called every frame
local function updateGFX(dt)
  if not f then return end
@/lua/vehicle/extensions/tech/CANBus/CANBusPeak.lua

local function updateGFX(dt)
  if M.isConnected and next(canMessageCallbacks) ~= nil then
@/lua/vehicle/extensions/gameplayInterface.lua

local function updateGFX(dt)
  checkValueChangeNotificationMethod(dt)
@/lua/vehicle/extensions/perfectLaunch.lua

local function updateGFX(dt)
  if state == "idle" then

  straightLine.updateGFX(dt)
end
@/lua/vehicle/extensions/tech/roadsSensor.lua

local function updateGFX(dtSim)
  for sensorId, _ in pairs(roadsSensors) do
@/lua/vehicle/controller/propAnimation/hPattern.lua

local function updateGFX(dt)
  if not relevantGearbox and not demoMode then
@/lua/vehicle/controller/esc.lua

local function updateGFX(dt)
  warningLightsTimer = warningLightsTimer + dt
@/lua/vehicle/controller/propAnimation/sequentialLever.lua

local function updateGFX(dt)
  if not relevantGearbox then
@/lua/vehicle/thrusters.lua
local invalidThrusterControlWarned
local function updateGFX()
  table.clear(thrusterState)
@/lua/vehicle/controller/dragTimer.lua

local function updateGFX(dt)
end
@/lua/vehicle/extensions/tech/wheelForces.lua

local function updateGFX()
end
@/lua/vehicle/controller/loggerTemplate.lua
-- If you overload this method performance wise, fps will drop gracefully, so disk IO and other heavily unpredictable things are done/triggered from here (or user input)
local function updateGFX(dt)
  logInterestingData()
@/lua/vehicle/controller/drivingDynamics/supervisors/yawProviders/STMEstimate.lua

local function updateGFX(dt)
end
local function updateGFXDebug(dt)
  updateGFX(dt)
@/lua/vehicle/extensions/dynamicVehicleData.lua

local function updateGFX(dt)
  timer = timer + dt
@/lua/vehicle/controller/gauges/analogOdometer.lua

local function updateGFX(dt)
  updateTimer = updateTimer + dt
@/lua/vehicle/controller/braking/transbrake.lua

local function updateGFX(dt)
  electrics.values[electricsName] = gearbox.lockCoef == 0
@/lua/vehicle/controller/nitrousOxideInjection.lua

local function updateGFX(dt)
  local tankRatio = engine.nitrousOxideInjection.getTankRatio()
@/lua/vehicle/controller/powertrainControl/activeCenterDiff.lua

local function updateGFX(dt)
end
@/lua/vehicle/extensions/tech/OBDEmulator.lua

local function updateGFX(dt)
  if playerInfo.firstPlayerSeated then
@/lua/vehicle/extensions/vehiclePerformanceData.lua

local function updateGFX(dt)
  --iterate active recordings and execute the update method
@/lua/vehicle/controller/powertrainControl/antiLag.lua

local function updateGFX(dt)
  local throttle = electrics.values.throttle
@/lua/vehicle/sounds.lua

local function updateGFX(dt)
  --crash sounds
@/lua/vehicle/controller/hydraulicSuspension.lua

local function updateGFX(dt)
  if currentPumpFlow > 0 then
@/lua/vehicle/controller/braking/brakedDifferentialSteering.lua

local function updateGFX(dt)
  local steering = electrics.values.steering_input or 0
@/lua/vehicle/wheels.lua

local function updateGFX(dt)
  updateThermalsGFXMethod(dt)
@/lua/vehicle/extensions/scenario/shiftBooster.lua

local function updateGFX(dt)
  if boostTime > 0.01 then
@/lua/vehicle/powertrain/sequentialGearbox.lua

local function updateGFX(device, dt)
  if device.targetGearIndex then
@/lua/vehicle/controller/gauges/customModules/electricMotorData.lua

local function updateGFX(dt)
end