updateGFXSecondStep
Definition
-- @/lua/vehicle/electrics.lua:448
local function updateGFXSecondStep(dt)
local values = M.values
--make sure to update the brakelights value based on the brake value
values.brakelights = values.brakelights or ceil(values.brake)
values.brakelight_signal_R = values.signal_right_input == 1 and (blinkPulse and 1 or 0) or ceil(values.brakelights or values.brake or 0)
values.brakelight_signal_L = values.signal_left_input == 1 and (blinkPulse and 1 or 0) or ceil(values.brakelights or values.brake or 0)
-- inject imported electrics events second time, this should be the last step before update electrics by ignition state so that we can override everything if needed
beamstate.updateRemoteElectrics(false)
updateElectricsWithIgnitionLevelHandler()
customValueParser.updateGFX(dt)
--apply the smoothers as the last thing
for f, s in pairs(smoothers) do
if values[f] ~= nil then
values[f] = s:get(values[f], dt)
end
end
end
Callers
@/lua/vehicle/main.lua
controller.updateGFX(dtSim)
electrics.updateGFXSecondStep(dtSim)
extensions.hook("updateGFX", dtSim) -- must be before drivetrain, hydros and after electrics