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Script Do Simulador De Lavagem De Pressao May 2026

function OnTriggerHeld(delta_time, hit_point, hit_surface): if fuel_level <= 0.0: PlaySound("engine_sputter") ShowWarning("Out of Fuel!") return if is_overheated == true: return // Block spraying until cooldown

// 3. Apply cleaning to surface float dirt_removed = hit_surface.Clean(cleaning_power, hit_point, spray_angle) Script do Simulador de Lavagem de Pressao

int combo_counter = 0 float combo_multiplier = 1.0 function UpdateComboSystem(dirt_removed): if dirt_removed > 0: combo_timer = 3.0 // Reset timer to 3 seconds combo_counter += 1 hit_surface): if fuel_level &lt

// 4. Visual & Audio feedback if dirt_removed > 0: SpawnDirtParticles(hit_point, dirt_removed) PlaySound("pressure_hiss", volume = cleaning_power / 100) UpdateComboSystem(dirt_removed) player_score += dirt_removed * 10 MOSS function Clean(power

class CleanableSurface: float dirt_map[1024][1024] // Virtual texture for dirt (0=clean, 1=mud) float base_resistance // 0.2 (dust) to 0.9 (caked mud) float stain_type // Enum: MUD, OIL, RUST, MOSS function Clean(power, hit_point, angle): // Convert world hit to UV coordinate Vector2 uv = WorldToUV(hit_point) float radius = CalculateSplashRadius(angle) // Inches float total_cleaned = 0.0 for x in -radius to +radius: for y in -radius to +radius: float current_dirt = dirt_map[uv.x + x][uv.y + y] if current_dirt > 0: // Effective cleaning per tick float cleaning_rate = power * delta_time * 0.01 if stain_type == OIL and current_temp > 70: cleaning_rate *= 2.0 // Hot water melts oil float removed = Min(current_dirt, cleaning_rate) dirt_map[uv.x + x][uv.y + y] -= removed total_cleaned += removed // Update visual mesh/material UpdateDecalTexture(dirt_map) return total_cleaned