local QBCore = exports['qb-core']:GetCoreObject()
local pedInSameVehicleLast=false
local vehicle
local lastVehicle
local vehicleClass
local fCollisionDamageMult = 0.0
local fDeformationDamageMult = 0.0
local fEngineDamageMult = 0.0
local fBrakeForce = 1.0
local isBrakingForward = false
local isBrakingReverse = false
local healthEngineLast = 1000.0
local healthEngineCurrent = 1000.0
local healthEngineNew = 1000.0
local healthEngineDelta = 0.0
local healthEngineDeltaScaled = 0.0
local healthBodyLast = 1000.0
local healthBodyCurrent = 1000.0
local healthBodyNew = 1000.0
local healthBodyDelta = 0.0
local healthBodyDeltaScaled = 0.0
local healthPetrolTankLast = 1000.0
local healthPetrolTankCurrent = 1000.0
local healthPetrolTankNew = 1000.0
local healthPetrolTankDelta = 0.0
local healthPetrolTankDeltaScaled = 0.0
local tireBurstLuckyNumber
local fixMessagePos = math.random(repairCfg.fixMessageCount)
local noFixMessagePos = math.random(repairCfg.noFixMessageCount)
local tireBurstMaxNumber = cfg.randomTireBurstInterval * 1200;
if cfg.randomTireBurstInterval ~= 0 then tireBurstLuckyNumber = math.random(tireBurstMaxNumber) end

local DamageComponents = {
    "radiator",
    "axle",
    "clutch",
    "fuel",
    "brakes",
}

-- Functions

local function DamageRandomComponent()
    local dmgFctr = math.random() + math.random(0, 2)
    local randomComponent = DamageComponents[math.random(1, #DamageComponents)]
    local randomDamage = (math.random() + math.random(0, 1)) * dmgFctr
    exports['qb-mechanicjob']:SetVehicleStatus(QBCore.Functions.GetPlate(vehicle), randomComponent, exports['qb-mechanicjob']:GetVehicleStatus(QBCore.Functions.GetPlate(vehicle), randomComponent) - randomDamage)
end

local function CleanVehicle(veh)
    local ped = PlayerPedId()
    TaskStartScenarioInPlace(ped, "WORLD_HUMAN_MAID_CLEAN", 0, true)
    QBCore.Functions.Progressbar("cleaning_vehicle", Lang:t("progress.clean_veh"), math.random(10000, 20000), false, true, {
        disableMovement = true,
        disableCarMovement = true,
        disableMouse = false,
        disableCombat = true,
    }, {}, {}, {}, function() -- Done
        QBCore.Functions.Notify(Lang:t("success.cleaned_veh"))
        SetVehicleDirtLevel(veh, 0.1)
        SetVehicleUndriveable(veh, false)
        WashDecalsFromVehicle(veh, 1.0)
        TriggerServerEvent('qb-vehiclefailure:server:removewashingkit', veh)
        TriggerEvent('inventory:client:ItemBox', QBCore.Shared.Items["cleaningkit"], "remove")
        ClearAllPedProps(ped)
        ClearPedTasks(ped)
    end, function() -- Cancel
        QBCore.Functions.Notify(Lang:t("error.failed_notification"), "error")
        ClearAllPedProps(ped)
        ClearPedTasks(ped)
    end)
end

local function IsBackEngine(vehModel)
    if BackEngineVehicles[vehModel] then return true else return false end
end

local function RepairVehicleFull(veh)
    if (IsBackEngine(GetEntityModel(veh))) then
        SetVehicleDoorOpen(veh, 5, false, false)
    else
        SetVehicleDoorOpen(veh, 4, false, false)
    end

    QBCore.Functions.Progressbar("repair_vehicle", Lang:t("progress.repair_veh"), math.random(20000, 30000), false, true, {
        disableMovement = true,
        disableCarMovement = true,
        disableMouse = false,
        disableCombat = true,
    }, {
        animDict = "mini@repair",
        anim = "fixing_a_player",
        flags = 1,
    }, {}, {}, function() -- Done
        StopAnimTask(PlayerPedId(), "mini@repair", "fixing_a_player", 1.0)
        QBCore.Functions.Notify(Lang:t("success.repaired_veh"))
        SetVehicleEngineHealth(veh, 1000.0)
        SetVehicleEngineOn(veh, true, false)
        for i = 0, 5 do
            SetVehicleTyreFixed(veh, i)
            TriggerEvent('qb-vehiclefailure:client:TyreSync', veh, i)
        end
        if (IsBackEngine(GetEntityModel(veh))) then
            SetVehicleDoorShut(veh, 5, false)
        else
            SetVehicleDoorShut(veh, 4, false)
        end
        TriggerServerEvent('qb-vehiclefailure:removeItem', "advancedrepairkit")
    end, function() -- Cancel
        StopAnimTask(PlayerPedId(), "mini@repair", "fixing_a_player", 1.0)
        QBCore.Functions.Notify(Lang:t("error.failed_notification"), "error")
        if (IsBackEngine(GetEntityModel(veh))) then
            SetVehicleDoorShut(veh, 5, false)
        else
            SetVehicleDoorShut(veh, 4, false)
        end
    end)
end

local function RepairVehicle(veh)
    if (IsBackEngine(GetEntityModel(veh))) then
        SetVehicleDoorOpen(veh, 5, false, false)
    else
        SetVehicleDoorOpen(veh, 4, false, false)
    end
    QBCore.Functions.Progressbar("repair_vehicle", Lang:t("progress.repair_veh"), math.random(10000, 20000), false, true, {
        disableMovement = true,
        disableCarMovement = true,
        disableMouse = false,
        disableCombat = true,
    }, {
        animDict = "mini@repair",
        anim = "fixing_a_player",
        flags = 1,
    }, {}, {}, function() -- Done
        StopAnimTask(PlayerPedId(), "mini@repair", "fixing_a_player", 1.0)
        QBCore.Functions.Notify(Lang:t("success.repaired_veh"))
        SetVehicleEngineHealth(veh, 500.0)
        SetVehicleEngineOn(veh, true, false)
        for i = 0, 5 do
            SetVehicleTyreFixed(veh, i)
            TriggerEvent('qb-vehiclefailure:client:TyreSync', veh, i)
        end
        if (IsBackEngine(GetEntityModel(veh))) then
            SetVehicleDoorShut(veh, 5, false)
        else
            SetVehicleDoorShut(veh, 4, false)
        end
        TriggerServerEvent('qb-vehiclefailure:removeItem', "repairkit")
    end, function() -- Cancel
        StopAnimTask(PlayerPedId(), "mini@repair", "fixing_a_player", 1.0)
        QBCore.Functions.Notify(Lang:t("error.failed_notification"), "error")
        if (IsBackEngine(GetEntityModel(veh))) then
            SetVehicleDoorShut(veh, 5, false)
        else
            SetVehicleDoorShut(veh, 4, false)
        end
    end)
end

local function isPedDrivingAVehicle()
    local ped = PlayerPedId()
    vehicle = GetVehiclePedIsIn(ped, false)
    if IsPedInAnyVehicle(ped, false) then
        -- Check if ped is in driver seat
        if GetPedInVehicleSeat(vehicle, -1) == ped then
            local class = GetVehicleClass(vehicle)
            -- We don't want planes, helicopters, bicycles and trains
            if class ~= 15 and class ~= 16 and class ~=21 and class ~=13 then
                return true
            end
        end
    end
    return false
end

local function IsNearMechanic()
    local ped = PlayerPedId()
    local pedLocation = GetEntityCoords(ped, 0)
    for _, item in pairs(repairCfg.mechanics) do
        local distance = #(vector3(item.x, item.y, item.z) - pedLocation)
        if distance <= item.r then
            return true
        end
    end
end

local function fscale(inputValue, originalMin, originalMax, newBegin, newEnd, curve)
    local OriginalRange
    local NewRange
    local zeroRefCurVal
    local normalizedCurVal
    local rangedValue
    local invFlag = 0

    if (curve > 10.0) then curve = 10.0 end
    if (curve < -10.0) then curve = -10.0 end

    curve = (curve * -.1)
    curve = 10.0 ^ curve

    if (inputValue < originalMin) then
        inputValue = originalMin
    end
    if inputValue > originalMax then
        inputValue = originalMax
    end

    OriginalRange = originalMax - originalMin

    if (newEnd > newBegin) then
        NewRange = newEnd - newBegin
    else
        NewRange = newBegin - newEnd
        invFlag = 1
    end

    zeroRefCurVal = inputValue - originalMin
    normalizedCurVal  =  zeroRefCurVal / OriginalRange

    if (originalMin > originalMax ) then
        return 0
    end

    if (invFlag == 0) then
        rangedValue =  ((normalizedCurVal ^ curve) * NewRange) + newBegin
    else
        rangedValue =  newBegin - ((normalizedCurVal ^ curve) * NewRange)
    end

    return rangedValue
end

local function tireBurstLottery()
    local tireBurstNumber = math.random(tireBurstMaxNumber)
    if tireBurstNumber == tireBurstLuckyNumber then
        -- We won the lottery, lets burst a tire.
        if GetVehicleTyresCanBurst(vehicle) == false then return end
        local numWheels = GetVehicleNumberOfWheels(vehicle)
        local affectedTire
        if numWheels == 2 then
            affectedTire = (math.random(2) - 1) * 4 -- wheel 0 or 4
        elseif numWheels == 4 then
            affectedTire = (math.random(4) - 1)
            if affectedTire > 1 then affectedTire = affectedTire + 2 end -- 0, 1, 4, 5
        elseif numWheels == 6 then
            affectedTire = (math.random(6) - 1)
        else
            affectedTire = 0
        end
        SetVehicleTyreBurst(vehicle, affectedTire, false, 1000.0)
        tireBurstLuckyNumber = math.random(tireBurstMaxNumber) -- Select a new number to hit, just in case some numbers occur more often than others
    end
end

-- Events

RegisterNetEvent('qb-vehiclefailure:client:RepairVehicle', function()
    local veh = QBCore.Functions.GetClosestVehicle()
    local engineHealth = GetVehicleEngineHealth(veh) --This is to prevent people from "repairing" a vehicle and setting engine health lower than what the vehicles engine health was before repairing.
    if veh ~= nil and veh ~= 0 and engineHealth < 500 then
        local ped = PlayerPedId()
        local pos = GetEntityCoords(ped)
        local vehpos = GetEntityCoords(veh)
        if #(pos - vehpos) < 5.0 and not IsPedInAnyVehicle(ped) then
            local drawpos = GetOffsetFromEntityInWorldCoords(veh, 0, 2.5, 0)
            if (IsBackEngine(GetEntityModel(veh))) then
                drawpos = GetOffsetFromEntityInWorldCoords(veh, 0, -2.5, 0)
            end
            if #(pos - drawpos) < 2.0 and not IsPedInAnyVehicle(ped) then
                RepairVehicle(veh)
            end
        else
            if #(pos - vehpos) > 4.9 then
                QBCore.Functions.Notify(Lang:t("error.out_range_veh"), "error")
            else
                QBCore.Functions.Notify(Lang:t("error.inside_veh"), "error")
            end
        end
    else
        if veh == nil or veh == 0 then
            QBCore.Functions.Notify(Lang:t("error.not_near_veh"), "error")
        else
            QBCore.Functions.Notify(Lang:t("error.healthy_veh"), "error")
        end
    end
end)

RegisterNetEvent('qb-vehiclefailure:client:SyncWash', function(veh)
    SetVehicleDirtLevel(veh, 0.1)
    SetVehicleUndriveable(veh, false)
    WashDecalsFromVehicle(veh, 1.0)
end)

RegisterNetEvent('qb-vehiclefailure:client:CleanVehicle', function()
    local veh = QBCore.Functions.GetClosestVehicle()
    if veh ~= nil and veh ~= 0 then
        local ped = PlayerPedId()
        local pos = GetEntityCoords(ped)
        local vehpos = GetEntityCoords(veh)
        if #(pos - vehpos) < 3.0 and not IsPedInAnyVehicle(ped) then
            CleanVehicle(veh)
        end
    end
end)

RegisterNetEvent('qb-vehiclefailure:client:RepairVehicleFull', function()
    local veh = QBCore.Functions.GetClosestVehicle()
    if veh ~= nil and veh ~= 0 then
        local ped = PlayerPedId()
        local pos = GetEntityCoords(ped)
        local vehpos = GetEntityCoords(veh)
        if #(pos - vehpos) < 5.0 and not IsPedInAnyVehicle(ped) then
            local drawpos = GetOffsetFromEntityInWorldCoords(veh, 0, 2.5, 0)
            if (IsBackEngine(GetEntityModel(veh))) then
                drawpos = GetOffsetFromEntityInWorldCoords(veh, 0, -2.5, 0)
            end
            if #(pos - drawpos) < 2.0 and not IsPedInAnyVehicle(ped) then
                RepairVehicleFull(veh)
            end
        else
            if #(pos - vehpos) > 4.9 then
                QBCore.Functions.Notify(Lang:t("error.out_range_veh"), "error")
            else
                QBCore.Functions.Notify(Lang:t("error.inside_veh"), "error")
            end
        end
    else
        QBCore.Functions.Notify(Lang:t("error.not_near_veh"), "error")
    end
end)

RegisterNetEvent('qb-vehiclefailure:client:TyreSync', function(veh, tyre)
    SetVehicleTyreFixed(veh, tyre)
    SetVehicleWheelHealth(veh, tyre, 100)
end)

RegisterNetEvent('iens:repaira', function()
    local ped = PlayerPedId()
    if IsPedInAnyVehicle(ped, false) or IsPedInAnyPlane(ped) then
        vehicle = GetVehiclePedIsIn(ped, false)
        SetVehicleDirtLevel(vehicle)
        SetVehicleUndriveable(vehicle, false)
        WashDecalsFromVehicle(vehicle, 1.0)
        QBCore.Functions.Notify(Lang:t("success.repaired_veh"))
        SetVehicleFixed(vehicle)
        healthBodyLast = 1000.0
        healthEngineLast = 1000.0
        healthPetrolTankLast = 1000.0
        SetVehicleEngineOn(vehicle, true, false )
        return true
    end
    QBCore.Functions.Notify(Lang:t("error.inside_veh_req"))
end)

RegisterNetEvent('iens:besked', function()
    QBCore.Functions.Notify(Lang:t("error.roadside_avail"))
end)

RegisterNetEvent('iens:notAllowed', function()
    QBCore.Functions.Notify(Lang:t("error.no_permission"))
end)

RegisterNetEvent('iens:repair', function()
    if isPedDrivingAVehicle() then
        local ped = PlayerPedId()
        vehicle = GetVehiclePedIsIn(ped, false)
        if IsNearMechanic() then
            return
        end
        if GetVehicleEngineHealth(vehicle) < cfg.cascadingFailureThreshold + 5 then
            if GetVehicleOilLevel(vehicle) > 0 then
                SetVehicleUndriveable(vehicle, false)
                SetVehicleEngineHealth(vehicle, cfg.cascadingFailureThreshold + 5)
                SetVehiclePetrolTankHealth(vehicle, 750.0)
                healthEngineLast=cfg.cascadingFailureThreshold +5
                healthPetrolTankLast=750.0
                SetVehicleEngineOn(vehicle, true, false )
                SetVehicleOilLevel(vehicle,(GetVehicleOilLevel(vehicle)/3)-0.5)
                QBCore.Functions.Notify(Lang:t(('fix_message_%s'):format(fixMessagePos)))
                fixMessagePos = fixMessagePos + 1
                if fixMessagePos > repairCfg.fixMessageCount then fixMessagePos = 1 end
            else
                QBCore.Functions.Notify(Lang:t("error.veh_damaged"))
            end
        else
            QBCore.Functions.Notify(Lang:t(('nofix_message_%s'):format(noFixMessagePos)))
            noFixMessagePos = noFixMessagePos + 1
            if noFixMessagePos > repairCfg.noFixMessageCount then noFixMessagePos = 1 end
        end
    else
        QBCore.Functions.Notify(Lang:t("error.inside_veh_req"))
    end
end)

-- Threads

CreateThread(function()
    if (cfg.displayBlips == true) then
        for _, item in pairs(repairCfg.mechanics) do
            item.blip = AddBlipForCoord(item.x, item.y, item.z)
            SetBlipSprite(item.blip, item.id)
            SetBlipScale(item.blip, 0.8)
            SetBlipAsShortRange(item.blip, true)
            BeginTextCommandSetBlipName("STRING")
            AddTextComponentString(item.name)
            EndTextCommandSetBlipName(item.blip)
        end
    end
end)

if cfg.torqueMultiplierEnabled or cfg.preventVehicleFlip or cfg.limpMode then
    CreateThread(function()
        while true do
            Wait(0)
            if cfg.torqueMultiplierEnabled or cfg.sundayDriver or cfg.limpMode then
                if pedInSameVehicleLast then
                    local factor = 1.0
                    if cfg.torqueMultiplierEnabled and healthEngineNew < 900 then
                        factor = (healthEngineNew+200.0) / 1100
                    end
                    if cfg.sundayDriver and GetVehicleClass(vehicle) ~= 14 then -- Not for boats
                        local accelerator = GetControlValue(2,71)
                        local brake = GetControlValue(2,72)
                        local speed = GetEntitySpeedVector(vehicle, true)['y']
                        -- Change Braking force
                        local brk = fBrakeForce
                        if speed >= 1.0 then
                            -- Going forward
                            if accelerator > 127 then
                                -- Forward and accelerating
                                local acc = fscale(accelerator, 127.0, 254.0, 0.1, 1.0, 10.0-(cfg.sundayDriverAcceleratorCurve*2.0))
                                factor = factor * acc
                            end
                            if brake > 127 then
                                -- Forward and braking
                                isBrakingForward = true
                                brk = fscale(brake, 127.0, 254.0, 0.01, fBrakeForce, 10.0-(cfg.sundayDriverBrakeCurve*2.0))
                                --exports['qb-vehicletuning']:SetVehicleStatus(QBCore.Functions.GetPlate(vehicle), "brakes", exports['qb-vehicletuning']:GetVehicleStatus(QBCore.Functions.GetPlate(vehicle), "brakes") - 0.01)
                            end
                        elseif speed <= -1.0 then
                            -- Going reverse
                            if brake > 127 then
                                -- Reversing and accelerating (using the brake)
                                local rev = fscale(brake, 127.0, 254.0, 0.1, 1.0, 10.0-(cfg.sundayDriverAcceleratorCurve*2.0))
                                factor = factor * rev
                                --exports['qb-vehicletuning']:SetVehicleStatus(QBCore.Functions.GetPlate(vehicle), "brakes", exports['qb-vehicletuning']:GetVehicleStatus(QBCore.Functions.GetPlate(vehicle), "brakes") - 0.01)
                            end
                            if accelerator > 127 then
                                -- Reversing and braking (Using the accelerator)
                                isBrakingReverse = true
                                brk = fscale(accelerator, 127.0, 254.0, 0.01, fBrakeForce, 10.0 - (cfg.sundayDriverBrakeCurve * 2.0))
                            end
                        else
                            -- Stopped or almost stopped or sliding sideways
                            local entitySpeed = GetEntitySpeed(vehicle)
                            if entitySpeed < 1 then
                                -- Not sliding sideways
                                if isBrakingForward == true then
                                    --Stopped or going slightly forward while braking
                                    DisableControlAction(2, 72, true) -- Disable Brake until user lets go of brake
                                    SetVehicleForwardSpeed(vehicle, speed * 0.98)
                                    SetVehicleBrakeLights(vehicle, true)
                                end
                                if isBrakingReverse == true then
                                    --Stopped or going slightly in reverse while braking
                                    DisableControlAction(2, 71, true) -- Disable reverse Brake until user lets go of reverse brake (Accelerator)
                                    SetVehicleForwardSpeed(vehicle,speed*0.98)
                                    SetVehicleBrakeLights(vehicle,true)
                                end
                                if isBrakingForward == true and GetDisabledControlNormal(2, 72) == 0 then
                                    -- We let go of the brake
                                    isBrakingForward = false
                                end
                                if isBrakingReverse == true and GetDisabledControlNormal(2, 71) == 0 then
                                    -- We let go of the reverse brake (Accelerator)
                                    isBrakingReverse = false
                                end
                            end
                        end
                        if brk > fBrakeForce - 0.02 then brk = fBrakeForce end -- Make sure we can brake max.
                        SetVehicleHandlingFloat(vehicle, 'CHandlingData', 'fBrakeForce', brk)  -- Set new Brake Force multiplier
                    end
                    if cfg.limpMode == true and healthEngineNew < cfg.engineSafeGuard + 5 then
                        factor = cfg.limpModeMultiplier
                    end
                    SetVehicleEngineTorqueMultiplier(vehicle, factor)
                end
            end
            if cfg.preventVehicleFlip then
                local roll = GetEntityRoll(vehicle)
                if (roll > 75.0 or roll < -75.0) and GetEntitySpeed(vehicle) < 2 then
                    DisableControlAction(2, 59, true) -- Disable left/right
                    DisableControlAction(2, 60, true) -- Disable up/down
                end
            end
        end
    end)
end

CreateThread(function()
    while true do
        Wait(50)
        local ped = PlayerPedId()
        if isPedDrivingAVehicle() then
            vehicle = GetVehiclePedIsIn(ped, false)
            vehicleClass = GetVehicleClass(vehicle)
            healthEngineCurrent = GetVehicleEngineHealth(vehicle)
            if healthEngineCurrent == 1000 then healthEngineLast = 1000.0 end
            healthEngineNew = healthEngineCurrent
            healthEngineDelta = healthEngineLast - healthEngineCurrent
            healthEngineDeltaScaled = healthEngineDelta * cfg.damageFactorEngine * cfg.classDamageMultiplier[vehicleClass]

            healthBodyCurrent = GetVehicleBodyHealth(vehicle)
            if healthBodyCurrent == 1000 then healthBodyLast = 1000.0 end
            healthBodyNew = healthBodyCurrent
            healthBodyDelta = healthBodyLast - healthBodyCurrent
            healthBodyDeltaScaled = healthBodyDelta * cfg.damageFactorBody * cfg.classDamageMultiplier[vehicleClass]

            healthPetrolTankCurrent = GetVehiclePetrolTankHealth(vehicle)
            if cfg.compatibilityMode and healthPetrolTankCurrent < 1 then
                --    SetVehiclePetrolTankHealth(vehicle, healthPetrolTankLast)
                --    healthPetrolTankCurrent = healthPetrolTankLast
                healthPetrolTankLast = healthPetrolTankCurrent
            end
            if healthPetrolTankCurrent == 1000 then healthPetrolTankLast = 1000.0 end
            healthPetrolTankNew = healthPetrolTankCurrent
            healthPetrolTankDelta = healthPetrolTankLast-healthPetrolTankCurrent
            healthPetrolTankDeltaScaled = healthPetrolTankDelta * cfg.damageFactorPetrolTank * cfg.classDamageMultiplier[vehicleClass]

            if healthEngineCurrent > cfg.engineSafeGuard+1 then
                SetVehicleUndriveable(vehicle,false)
            end

            if healthEngineCurrent <= cfg.engineSafeGuard+1 and cfg.limpMode == false then
                local vehpos = GetEntityCoords(vehicle)
                StartParticleFxLoopedAtCoord("ent_ray_heli_aprtmnt_l_fire", vehpos.x, vehpos.y, vehpos.z-0.7, 0.0, 0.0, 0.0, 1.0, false, false, false, false)
                SetVehicleUndriveable(vehicle,true)
            end

            -- If ped spawned a new vehicle while in a vehicle or teleported from one vehicle to another, handle as if we just entered the car
            if vehicle ~= lastVehicle then
                pedInSameVehicleLast = false
            end


            if pedInSameVehicleLast == true then
                -- Damage happened while in the car = can be multiplied

                -- Only do calculations if any damage is present on the car. Prevents weird behavior when fixing using trainer or other script
                if healthEngineCurrent ~= 1000.0 or healthBodyCurrent ~= 1000.0 or healthPetrolTankCurrent ~= 1000.0 then

                    -- Combine the delta values (Get the largest of the three)
                    local healthEngineCombinedDelta = math.max(healthEngineDeltaScaled, healthBodyDeltaScaled, healthPetrolTankDeltaScaled)

                    -- If huge damage, scale back a bit
                    if healthEngineCombinedDelta > (healthEngineCurrent - cfg.engineSafeGuard) then
                        healthEngineCombinedDelta = healthEngineCombinedDelta * 0.7
                    end

                    -- If complete damage, but not catastrophic (ie. explosion territory) pull back a bit, to give a couple of seconds og engine runtime before dying
                    if healthEngineCombinedDelta > healthEngineCurrent then
                        healthEngineCombinedDelta = healthEngineCurrent - (cfg.cascadingFailureThreshold / 5)
                    end


                    ------- Calculate new value

                    healthEngineNew = healthEngineLast - healthEngineCombinedDelta


                    ------- Sanity Check on new values and further manipulations

                    -- If somewhat damaged, slowly degrade until slightly before cascading failure sets in, then stop

                    if healthEngineNew > (cfg.cascadingFailureThreshold + 5) and healthEngineNew < cfg.degradingFailureThreshold then
                        healthEngineNew = healthEngineNew-(0.038 * cfg.degradingHealthSpeedFactor)
                    end

                    -- If Damage is near catastrophic, cascade the failure
                    if healthEngineNew < cfg.cascadingFailureThreshold then
                        healthEngineNew = healthEngineNew-(0.1 * cfg.cascadingFailureSpeedFactor)
                    end

                    -- Prevent Engine going to or below zero. Ensures you can reenter a damaged car.
                    if healthEngineNew < cfg.engineSafeGuard then
                        healthEngineNew = cfg.engineSafeGuard
                    end

                    -- Prevent Explosions
                    if cfg.compatibilityMode == false and healthPetrolTankCurrent < 750 then
                        healthPetrolTankNew = 750.0
                    end

                    -- Prevent negative body damage.
                    if healthBodyNew < 0  then
                        healthBodyNew = 0.0
                    end
                end
            else
                -- Just got in the vehicle. Damage can not be multiplied this round
                -- Set vehicle handling data
                fDeformationDamageMult = GetVehicleHandlingFloat(vehicle, 'CHandlingData', 'fDeformationDamageMult')
                fBrakeForce = GetVehicleHandlingFloat(vehicle, 'CHandlingData', 'fBrakeForce')
                local newFDeformationDamageMult = fDeformationDamageMult ^ cfg.deformationExponent    -- Pull the handling file value closer to 1
                if cfg.deformationMultiplier ~= -1 then SetVehicleHandlingFloat(vehicle, 'CHandlingData', 'fDeformationDamageMult', newFDeformationDamageMult * cfg.deformationMultiplier) end  -- Multiply by our factor
                if cfg.weaponsDamageMultiplier ~= -1 then SetVehicleHandlingFloat(vehicle, 'CHandlingData', 'fWeaponDamageMult', cfg.weaponsDamageMultiplier/cfg.damageFactorBody) end -- Set weaponsDamageMultiplier and compensate for damageFactorBody

                --Get the CollisionDamageMultiplier
                fCollisionDamageMult = GetVehicleHandlingFloat(vehicle, 'CHandlingData', 'fCollisionDamageMult')
                --Modify it by pulling all number a towards 1.0
                local newFCollisionDamageMultiplier = fCollisionDamageMult ^ cfg.collisionDamageExponent    -- Pull the handling file value closer to 1
                SetVehicleHandlingFloat(vehicle, 'CHandlingData', 'fCollisionDamageMult', newFCollisionDamageMultiplier)

                --Get the EngineDamageMultiplier
                fEngineDamageMult = GetVehicleHandlingFloat(vehicle, 'CHandlingData', 'fEngineDamageMult')
                --Modify it by pulling all number a towards 1.0
                local newFEngineDamageMult = fEngineDamageMult ^ cfg.engineDamageExponent    -- Pull the handling file value closer to 1
                SetVehicleHandlingFloat(vehicle, 'CHandlingData', 'fEngineDamageMult', newFEngineDamageMult)

                -- If body damage catastrophic, reset somewhat so we can get new damage to multiply
                if healthBodyCurrent < cfg.cascadingFailureThreshold then
                    healthBodyNew = cfg.cascadingFailureThreshold
                end
                pedInSameVehicleLast = true
            end

            -- set the actual new values
            if healthEngineNew ~= healthEngineCurrent then
                SetVehicleEngineHealth(vehicle, healthEngineNew)
                local dmgFactr = (healthEngineCurrent - healthEngineNew)
                if dmgFactr > 0.8 then
                    DamageRandomComponent()
                end
            end
            if healthBodyNew ~= healthBodyCurrent then
                SetVehicleBodyHealth(vehicle, healthBodyNew)
                DamageRandomComponent()
            end
            if healthPetrolTankNew ~= healthPetrolTankCurrent then
                SetVehiclePetrolTankHealth(vehicle, healthPetrolTankNew)
            end

            -- Store current values, so we can calculate delta next time around
            healthEngineLast = healthEngineNew
            healthBodyLast = healthBodyNew
            healthPetrolTankLast = healthPetrolTankNew
            lastVehicle=vehicle
            if cfg.randomTireBurstInterval ~= 0 and GetEntitySpeed(vehicle) > 10 then tireBurstLottery() end
        else
            if pedInSameVehicleLast == true then
                -- We just got out of the vehicle
                lastVehicle = GetVehiclePedIsIn(ped, true)
                if cfg.deformationMultiplier ~= -1 then SetVehicleHandlingFloat(lastVehicle, 'CHandlingData', 'fDeformationDamageMult', fDeformationDamageMult) end -- Restore deformation multiplier
                SetVehicleHandlingFloat(lastVehicle, 'CHandlingData', 'fBrakeForce', fBrakeForce)  -- Restore Brake Force multiplier
                if cfg.weaponsDamageMultiplier ~= -1 then SetVehicleHandlingFloat(lastVehicle, 'CHandlingData', 'fWeaponDamageMult', cfg.weaponsDamageMultiplier) end    -- Since we are out of the vehicle, we should no longer compensate for bodyDamageFactor
                SetVehicleHandlingFloat(lastVehicle, 'CHandlingData', 'fCollisionDamageMult', fCollisionDamageMult) -- Restore the original CollisionDamageMultiplier
                SetVehicleHandlingFloat(lastVehicle, 'CHandlingData', 'fEngineDamageMult', fEngineDamageMult) -- Restore the original EngineDamageMultiplier
            end
            pedInSameVehicleLast = false
        end
    end
end)
