virtual void update ();
private:
- bool _is_cranking;
- bool _is_stalling;
- bool _is_rumbling;
+
+ void set_playing (const char * soundName, bool state = true);
+
+ static const int MAX_GEAR = 20;
+
+ double _old_flap_position;
+
+ bool _gear_on_ground[MAX_GEAR];
// looped sounds
FGSimpleSound * _engine;
FGSimpleSound * _squeal;
FGSimpleSound * _click;
+ // Cached property nodes.
+ const SGPropertyNode * _engine_running_prop;
+ const SGPropertyNode * _engine_cranking_prop;
+ const SGPropertyNode * _stall_warning_prop;
+ const SGPropertyNode * _flaps_prop;
+
};