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sendTorqueData

Definition


-- @/lua/vehicle/powertrain.lua:294

local function sendTorqueData()
  if playerInfo.firstPlayerSeated then
    for _, device in pairs(powertrainDevices) do
      if device.sendTorqueData then
        device:sendTorqueData()
      end
    end
  end
end

Callers

@/lua/vehicle/controller/vehicleController/shiftLogic/cvtGearbox.lua

local function sendTorqueData()
  if engine then
  if engine then
    engine:sendTorqueData()
  end
@/lua/vehicle/controller/vehicleController/shiftLogic/automaticGearbox.lua

local function sendTorqueData()
  if engine then
  if engine then
    engine:sendTorqueData()
  end
@/lua/vehicle/controller/vehicleController/shiftLogic/manualGearbox.lua

local function sendTorqueData()
  if engine then
  if engine then
    engine:sendTorqueData()
  end
@/lua/vehicle/controller/vehicleController/shiftLogic/electricMotor.lua

local function sendTorqueData()
  for _, v in ipairs(motors) do
  for _, v in ipairs(motors) do
    v:sendTorqueData()
  end
@/lua/vehicle/controller/vehicleController/shiftLogic/cvtGearbox2.lua

local function sendTorqueData()
  if engine then
  if engine then
    engine:sendTorqueData()
  end
@/lua/vehicle/controller/vehicleController/shiftLogic/dummy.lua

local function sendTorqueData()
  if engine then
  if engine then
    engine:sendTorqueData()
  end
@/ui/modules/apps/TorqueCurve-v2/app.js
      scope.$on('SettingsChanged', function () {
        bngApi.activeObjectLua('controller.mainController.sendTorqueData()')
      })
          _ready = true
          bngApi.activeObjectLua('controller.mainController.sendTorqueData()')
          // setTimeout(() => scope.graph(), 100);
      scope.$on('VehicleFocusChanged', function() {
        bngApi.activeObjectLua('controller.mainController.sendTorqueData()')
      })
@/lua/vehicle/powertrain/combustionEngine.lua

local function sendTorqueData(device, data)
  if not data then
@/lua/vehicle/controller/vehicleController/shiftLogic/dctGearbox.lua

local function sendTorqueData()
  if engine then
  if engine then
    engine:sendTorqueData()
  end
@/lua/vehicle/powertrain/genericTorqueProvider.lua

local function sendTorqueData(device, data)
  if not data then
@/lua/vehicle/powertrain/electricMotor.lua

local function sendTorqueData(device, data)
  if not data then
@/lua/vehicle/powertrain.lua
      if device.sendTorqueData then
        device:sendTorqueData()
      end
@/lua/vehicle/controller/vehicleController/shiftLogic/sequentialGearbox.lua

local function sendTorqueData()
  if engine then
  if engine then
    engine:sendTorqueData()
  end
@/lua/vehicle/main.lua
  controller.initLastStage() --meant to be last in init
  powertrain.sendTorqueData()
  controller.resetLastStage() --meant to be last in reset
  powertrain.sendTorqueData()
  updateCorePhysicsStepEnabled()
      else
        controller.mainController.sendTorqueData()
      end

    powertrain.sendTorqueData()
    damageTracker.sendNow() --send over damage data of (now) active vehicle
@/lua/vehicle/controller/vehicleController/vehicleController.lua

local function sendTorqueData()
  if not playerInfo.firstPlayerSeated then
  end
  controlLogicModule.sendTorqueData()
end

  --sendTorqueData()
  end
  --sendTorqueData()
  sendShiftPointDebugData()
@/ui/modules/apps/TorqueCurve/app.js
      scope.$on('SettingsChanged', function () {
        bngApi.activeObjectLua('controller.mainController.sendTorqueData()')
      })
          _ready = true
          bngApi.activeObjectLua('controller.mainController.sendTorqueData()')
        } else {
      scope.$on('VehicleFocusChanged', function() {
        bngApi.activeObjectLua('controller.mainController.sendTorqueData()')
      })