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