Merge: rework_gui > master
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#include "current_profile_tabs.hpp"
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namespace big
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{
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void tab_current_profile::tab_suspension()
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{
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if (ImGui::BeginTabItem("Suspension"))
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{
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ImGui::Text("Suspension Force (General Suspension Strength)");
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ImGui::SliderFloat("##suspension force", &g_local_player->m_vehicle->m_handling->m_suspension_force, 0.f, 5.f);
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ImGui::Text("Suspension Compression Damp (Higher = Less Compression)");
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ImGui::SliderFloat("##suspension comp", &g_local_player->m_vehicle->m_handling->m_suspension_comp_damp, 0.f, 5.f);
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ImGui::Text("Suspension Rebound Damp (Higher = Less Decompression)");
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ImGui::SliderFloat("##suspension rebound", &g_local_player->m_vehicle->m_handling->m_suspension_rebound_damp, 0.f, 5.f);
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ImGui::Text("Suspension Upper Limit (mostly visual)");
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ImGui::SliderFloat("##suspension upper", &g_local_player->m_vehicle->m_handling->m_suspension_upper_limit, -1.f, 1.f);
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ImGui::Text("Suspension Lower Limit (mostly visual)");
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ImGui::SliderFloat("##suspension lower", &g_local_player->m_vehicle->m_handling->m_suspension_lower_limit, -1.f, 1.f);
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ImGui::Text("Suspension Raise (Ride Height)");
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ImGui::SliderFloat("##suspension raise", &g_local_player->m_vehicle->m_handling->m_suspension_raise, -1.f, 1.f);
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ImGui::Text("Suspension Bias Front (Strength Bias, 1 = front, 0 = rear)");
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float fSuspensionBiasFront = g_local_player->m_vehicle->m_handling->m_suspension_bias_front / 2;
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if (ImGui::SliderFloat("##suspension bias", &fSuspensionBiasFront, 0.f, 1.f))
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g_local_player->m_vehicle->m_handling->m_suspension_bias_front = fSuspensionBiasFront * 2;
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ImGui::EndTabItem();
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}
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}
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}
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