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Add explicit unit documentation comments for telemetry fields
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Lines changed: 127 additions & 13 deletions

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NewStarTelemetryData.cs

Lines changed: 127 additions & 13 deletions
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using System.Runtime.InteropServices;
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using System.Runtime.InteropServices;
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namespace com.drowhunter.NewStarGPTelemetryMod
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{
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[StructLayout(LayoutKind.Sequential)]
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internal struct NewStarTelemetryData
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{
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/// <summary>
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/// Vehicle pitch angle.
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/// Unity Euler angle component.
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/// Unit: degrees.
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/// </summary>
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public float Pitch;
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/// <summary>
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/// Vehicle yaw/heading angle.
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/// Unity Euler angle component.
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/// Unit: degrees.
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/// </summary>
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public float Yaw;
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/// <summary>
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/// Vehicle roll/bank angle.
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/// Unity Euler angle component.
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/// Unit: degrees.
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/// </summary>
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public float Roll;
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/// <summary>
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/// Local angular velocity around X axis.
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/// Unit: radians per second (Unity Rigidbody angular velocity convention unless converted upstream).
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/// </summary>
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public float AngularVelocityX;
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/// <summary>
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/// Local angular velocity around Y axis.
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/// Unit: radians per second (Unity Rigidbody angular velocity convention unless converted upstream).
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/// </summary>
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public float AngularVelocityY;
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/// <summary>
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/// Local angular velocity around Z axis.
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/// Unit: radians per second (Unity Rigidbody angular velocity convention unless converted upstream).
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/// </summary>
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public float AngularVelocityZ;
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/// <summary>
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/// Centripetal-related value from telemetry extractor.
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/// Unit depends on extractor formula:
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/// - v^2 / r => m/s^2
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/// - (v^2 / r) / 9.81 => g
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/// - m * v^2 / r => N
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/// </summary>
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public float cForce;
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/// <summary>
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/// Local velocity X component.
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/// Unit: meters per second (m/s).
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/// </summary>
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public float VelocityX;
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/// <summary>
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/// Local velocity Y component.
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/// Unit: meters per second (m/s).
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/// </summary>
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public float VelocityY;
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/// <summary>
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/// Local velocity Z component.
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/// Unit: meters per second (m/s).
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/// </summary>
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public float VelocityZ;
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/// <summary>
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/// Local acceleration X component.
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/// Unit: meters per second squared (m/s^2), unless normalized upstream.
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/// </summary>
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public float AccelX;
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/// <summary>
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/// Local acceleration Y component.
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/// Unit: meters per second squared (m/s^2), unless normalized upstream.
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/// </summary>
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public float AccelY;
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/// <summary>
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/// Local acceleration Z component.
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/// Unit: meters per second squared (m/s^2), unless normalized upstream.
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/// </summary>
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public float AccelZ;
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/// <summary>
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/// Speed in Meter per Second
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/// Scalar speed.
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/// Unit: meters per second (m/s).
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/// </summary>
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public float Speed;
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/// <summary>
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/// Normalized engine RPM ratio.
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/// Computed as engine.RPM / engine.maxRPM.
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/// Unit: unitless ratio (typically 0..1), not raw RPM.
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/// </summary>
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public float RPM;
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/// <summary>
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/// Current gearbox target gear.
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/// Unit: unitless integer.
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/// </summary>
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public float Speed;
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public float RPM;
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public int CurrentGear;
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/// <summary>
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/// Front-left wheel vertical relative motion rate.
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/// Derived from wheel Y delta (relative to average wheel Y) divided by fixedDeltaTime.
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/// Unit: meters per second (m/s).
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/// </summary>
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public float TireFL;
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/// <summary>
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/// Front-right wheel vertical relative motion rate.
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/// Derived from wheel Y delta (relative to average wheel Y) divided by fixedDeltaTime.
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/// Unit: meters per second (m/s).
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/// </summary>
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public float TireFR;
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/// <summary>
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/// Back-left wheel vertical relative motion rate.
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/// Derived from wheel Y delta (relative to average wheel Y) divided by fixedDeltaTime.
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/// Unit: meters per second (m/s).
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/// </summary>
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public float TireBL;
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/// <summary>
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/// Back-right wheel vertical relative motion rate.
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/// Derived from wheel Y delta (relative to average wheel Y) divided by fixedDeltaTime.
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/// Unit: meters per second (m/s).
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/// </summary>
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public float TireBR;
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/// <summary>
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/// Number of wheels currently on track.
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/// Unit: count.
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/// </summary>
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public int WheelsOnTrack;
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/// <summary>
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/// Whether slipstream boost is active.
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/// </summary>
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public bool IsBoosting;
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/// <summary>
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/// Whether driving input/state allows active driving.
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/// </summary>
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internal bool AllowDriving;
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internal bool IsRacing;
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internal bool IsEventOver;
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/// <summary>
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/// Whether race state is currently "Racing".
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/// </summary>
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internal bool IsRacing;
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/// <summary>
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/// Whether the current challenge event is over.
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/// </summary>
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internal bool IsEventOver;
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}
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}
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}

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