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RedCarDriver

us
Posts: 1211

Location: United States Arizona
Occupation: it's complicated... more complicated than my relationships
Age: 30
V$: 86310
#151507   2018-11-21 09:31          
# amilmand : Maybe, crash it with this: LINK
And tell me the faulting module(it should be d3d9.dll if its the slrr_gi.exe we may manage) and offset (if windows doesnt tell you off the bat in the error message try: LINK)

Alright, I'll try that.

I missed this somehow well this is not entirely true you can check for whether the car thinks its night time (this is the same flag that gets checked by the lights) and check for the rpm if its >0 if so the lights are most probably on, there is also a flag for the indicators (but of course for that to actually get flipped the cruse mode needs to be on) and all this is read only as the game overwrites changes.
Code would look along the lines:
int flags = RawEdit.getI(GameLogic.player.car.chassis.getIndexedAddr(Chassis.IndexedData_Flags));
float rpm = GameLogic.player.car.chassis.getIndexedData(Chassis.IndexedData_RPM);
if((flags & 0x8) != 0 && rpm > 1)
{
  //lights are most probably on
}
if((flags & 0x10000) != 0)
{
  //left indicator blinking (mind you this is true for the whole time its in the blinking state not just when its actually lit)
}
if((flags & 0x20000) != 0)
{
  /right indicator
}

That's actually exactly what I wanted, thanks! I'll try that out. And yes, I did want it to happen only when cruise mode is on - I wanted the custom turn signals to come on at exactly the same times as existing SLRR turn signals, except with the changes necessary to make them behave like American signals.

This post was edited by RedCarDriver (2018-11-21 09:47, ago)