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tm-bonk's Issues

No bonk sound

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

use vehicle state values as option for bonk detection

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);
}

Loud ass metal pipe still playing

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

Suggestion: % chance of bonk sound playing

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?

Sound output is not the same as trackmania sound output

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

Error when restarting in cam 7

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

Stats

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)

bonk when finished

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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