enginePlayVehicleAudioBackfire
Client-side
Plays a normal or high custom backfire on a vehicle already active in the owned audio system.
Syntax
bool enginePlayVehicleAudioBackfire(vehicle theVehicle, int mode)Arguments
theVehiclevehicleStreamed vehicle with an enabled audio mode, matching model definition, and acquired bank.
modeintBackfire strength: 1 for normal or 2 for high.
Returns
true when the owning resource played the requested backfire; false for another caller, an inactive vehicle, missing audio state, or a mode other than 1 or 2.
Ownership and lifecycle
One client resource owns the global vehicle-audio lease. Reloading replaces its definitions and restarts the lazy bank state; unloading, resource shutdown, or client teardown stops active audio, restores GTA's vehicle sound, and releases the lease.
Important behavior
- Loading the configuration alone is insufficient; the vehicle must already be active in the sound manager.
- The implementation emits a backfire name internally but does not register it as a built-in client event, so no public event is documented.
Where this comes from
SOURCECLuaEngineDefs.cppClient/mods/deathmatch/logic/luadefs/CLuaEngineDefs.cpp INTRODUCED / EXTENDED0418bcea7Read the commit and why the change was made
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