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Home Page: https://openplanet.dev/plugin/bonk
License: MIT License
bonk! when you bonk
Home Page: https://openplanet.dev/plugin/bonk
License: MIT License
AR_Down tried bonk today on-stream and the red outline showed up but there was no bonk sound (volume at 0.4 and then 1.0, same result). Down mentioned that the AFK queue alert sound worked.
About 20 minutes in: https://www.twitch.tv/videos/1750320462
null pointer access line 46 Bonk.as
In CSceneVehicleVisState
there are some hidden values that trigger when I crash, either from the front, back, or at all. I thought these were related to accel penalty but now I think they're actually sparks. Taken from Current Effects plugin, some safety removed for brevity:
uint16 penalty1Offset = 0;
int GetPenalty1(CSceneVehicleVisState@ state) { // front/back impact strength? 0 - 16,843,009
if (penalty1Offset == 0) {
const Reflection::MwClassInfo@ type = Reflection::GetType("CSceneVehicleVisState");
penalty1Offset = type.GetMember("WaterImmersionCoef").Offset - 8;
}
return Dev::GetOffsetInt32(state, penalty1Offset);
}
uint16 penalty2Offset = 0;
int GetPenalty2(CSceneVehicleVisState@ state) { // back impact? 0 - 1
if (penalty2Offset == 0) {
const Reflection::MwClassInfo@ type = Reflection::GetType("CSceneVehicleVisState");
penalty2Offset = type.GetMember("WaterImmersionCoef").Offset - 4;
}
return Dev::GetOffsetInt32(state, penalty2Offset);
}
uint16 penalty3Offset = 0;
int GetPenalty3(CSceneVehicleVisState@ state) { // any impact? 0 - ~1,065,000,000
if (penalty3Offset == 0) {
const Reflection::MwClassInfo@ type = Reflection::GetType("CSceneVehicleVisState");
penalty3Offset = type.GetMember("WetnessValue01").Offset + 8;
}
return Dev::GetOffsetInt32(state, penalty3Offset);
}
You can see this bug in this clip: https://streamable.com/5nzqnz
It always happens on TM2 no matter what, but on TM2020 I am not exactly sure.
I thought it was a funny extra but after a while it gets annoying and I cant turn it off
In the patch notes it stands,that it its disabled by default sadly not for me is there any fix?
Thx in advance zCryptoX
Either give users a way to load their own bonk sounds (e.g. by putting them into a special folder) or offer additional bonk sounds, like the TMUF bonk sounds Impact*.wav
files
change to avoid that issue again
to make it slightly less obnoxious but funny, how about an option to change the likelyhood of the sound effect playing when bonking?
And maybe an option to scale it based on the speed when crashing, high speed = high likelyhood?
For example trackmania can do the sounds (car, engine, surface ...) on a speaker while the bonk plays in headphones (also connected) but not selected in the sound section of trackmania settings.
Ig align with the trackmania settings if possible
nullpointeraccess (line 33 column 4) in v1.0.1, this is the line with vis.RaceStartTime
From testing, this consistently appears when I restart while in cam 7
Track the number of bonks (total)
(Since VehicleState now has current vehicle it might be nice to count per car; and maybe you have other ideas for sub-categories)
happens e.g., after go through a finish that's also a jump. bonk effect plays when your car hits the ground.
mb check if UI Sequence is something other than Playing and don't bonk in that case.
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