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onNodeReset

Definition


-- @/lua/common/extensions.lua:1106
    self.hookProxies[k] = function(...)
      for _, m in pairs(sinkList) do
        m[k](m, ...)
      end
    end

Callers

@/lua/ge/extensions/flowgraph/nodes/vehicle/getGearboxMode.lua
function C:init()
  self:onNodeReset()
end
function C:_executionStarted()
  self:onNodeReset()
end

function C:onNodeReset()
  self.receivedInfo = nil
@/lua/ge/extensions/flowgraph/nodes/util/file/loadData.lua

function C:onNodeReset()
  self.mgr.modules.file:forceReload(self.pinIn.file.value)
@/lua/ge/extensions/flowgraph/nodes/environment/setWind.lua
function C:init()
  self:onNodeReset()
end
function C:_executionStopped()
  self:onNodeReset()
end

function C:onNodeReset()
  for _, veh in ipairs(getAllVehicles()) do
@/lua/ge/extensions/flowgraph/nodes/gameplay/rally/stageStart.lua
function C:_executionStarted()
  self:onNodeReset()
end
function C:_executionStopped()
  self:onNodeReset()
end

function C:onNodeReset()
  self:setDurationState('inactive')
@/lua/ge/extensions/flowgraph/nodes/gameplay/traffic/setupParkedCars.lua
function C:init()
  self:onNodeReset()
end
function C:_executionStopped()
  self:onNodeReset()
end

function C:onNodeReset()
  self.mgr.modules.traffic:deactivateParkedCars()
@/lua/ge/extensions/flowgraph/nodes/scene/camera/cameraCircle.lua
function C:_executionStarted()
  self:onNodeReset()
end

function C:onNodeReset()
  self.centerPos = vec3()
@/gameplay/missionTypes/cannon/customNodes/cannonBallInfoNode.lua
function C:_executionStarted()
  self:onNodeReset()
end

function C:onNodeReset()
@/lua/ge/extensions/flowgraph/basenode.lua

function C:onNodeReset()
end
    log('E', 'node.onNodeReset', tostring(err))
    self:__setNodeError('onNodeReset', 'Error while executing node:onNodeReset(): ' .. tostring(err))
    self.mgr:logEvent("Node Error in " .. dumps(self.name), "E", 'Error while executing node:onNodeReset(): ' .. tostring(err), { type = "node", node = self })
    self:__setNodeError('onNodeReset', 'Error while executing node:onNodeReset(): ' .. tostring(err))
    self.mgr:logEvent("Node Error in " .. dumps(self.name), "E", 'Error while executing node:onNodeReset(): ' .. tostring(err), { type = "node", node = self })
  end
@/lua/ge/extensions/flowgraph/nodes/vehicle/ai/goToEndLine.lua
  self.data.autoDisableOnArrive = true
  self:onNodeReset()
end

function C:onNodeReset()
  self.complete = false
function C:_executionStopped()
  self:onNodeReset()
end
  if self.pinIn.reset.value then
    self:onNodeReset()
  end
@/lua/ge/extensions/flowgraph/nodes/ui/fadeToBlack.lua

function C:onNodeReset()
  self:setDurationState('inactive')
@/lua/ge/extensions/flowgraph/nodes/gameplay/traffic/signals/fileTrafficSignals.lua

function C:onNodeReset()
  self.pinOut.signalsData.value = nil
@/lua/ge/extensions/flowgraph/nodes/ui/updatedUI/endScreenBegin.lua

function C:onNodeReset()
  for _,pn in pairs(self.pinOut) do
  if self.pinIn.reset.value then
    self:onNodeReset()
  end
@/lua/ge/extensions/flowgraph/nodes/career/playerAttribute.lua

function C:onNodeReset()
  self.flag = false
function C:_executionStarted()
  self:onNodeReset()
end
  if self.pinIn.reset.value then
    self:onNodeReset()
  end
@/lua/ge/extensions/flowgraph/nodes/gameplay/traffic/signals/instanceByName.lua

function C:onNodeReset()
  self.pinOut.instanceData.value = nil
function C:init()
  self:onNodeReset()
end
function C:_executionStopped()
  self:onNodeReset()
end
@/gameplay/missionTypes/targetjump/customNodes/CalculateZonePointRewardNode.lua
function C:_executionStarted()
  self:onNodeReset()
end

function C:onNodeReset()
  self.targets = nil
@/lua/ge/extensions/flowgraph/nodes/gameplay/timers/simpleTimer.lua

function C:onNodeReset()
print("setting timer back. id" .. dumps(self.pinOut.timerId.value))
@/lua/ge/extensions/flowgraph/nodes/ui/buttons/simpleMultipleButtons.lua

function C:onNodeReset()
  for i = 1, self.count do
@/lua/ge/extensions/flowgraph/nodes/career/setFuelLevel.lua
function C:init()
  self:onNodeReset()
end
function C:_executionStarted()
  self:onNodeReset()
end

  self:onNodeReset()
end

function C:onNodeReset()
  self.done = false
@/lua/ge/extensions/flowgraph/nodes/ui/customButtonTEST.lua

function C:onNodeReset()
  if self.open then
@/gameplay/missionTypes/scatterPickup/customNodes/scatterPrefabSetupNode.lua
function C:_executionStopped()
  self:onNodeReset()
end
local iconRendererName = "markerIconRenderer"
function C:onNodeReset()
  for _, id in ipairs(self.objectIds) do
@/lua/ge/extensions/flowgraph/nodes/audio/fadeIn.lua

function C:onNodeReset()
  self:reset()
@/lua/ge/extensions/flowgraph/nodes/util/routePosition.lua
function C:init()
  self:onNodeReset()
end
function C:_executionStopped()
  self:onNodeReset()
end

function C:onNodeReset()
  route = require('/lua/ge/extensions/gameplay/route/route')()
@/lua/ge/extensions/flowgraph/nodes/ui/updatedUI/startScreenBegin.lua

function C:onNodeReset()
  self.started = false
  if self.pinIn.reset.value then
    self:onNodeReset()
  end
@/lua/ge/extensions/flowgraph/nodes/audio/fadeOut.lua

function C:onNodeReset()
  self:reset()
@/lua/ge/extensions/flowgraph/nodes/gameplay/traffic/trafficActivate.lua
function C:init()
  self:onNodeReset()
end
function C:_executionStopped()
  self:onNodeReset()
end

function C:onNodeReset()
  self.mgr.modules.traffic:deactivateTraffic()
@/lua/ge/extensions/flowgraph/nodes/ui/imgui/imDialogue.lua
function C:_executionStopped()
  self:onNodeReset()
end

function C:onNodeReset()
  self.open = false
@/lua/ge/extensions/flowgraph/nodes/ui/missionEndScreen.lua

function C:onNodeReset()
  self:closeDialogue()
@/lua/ge/extensions/flowgraph/nodes/gameplay/traffic/setVehicleFlowgraph.lua
  self.allowCustomInPins = true
  self:onNodeReset()
end
function C:_executionStopped()
  self:onNodeReset()
end

function C:onNodeReset()
  if self.vehId then
@/lua/ge/extensions/flowgraph/nodes/gameplay/rally/raceEditorPath.lua

-- function C:onNodeReset()
  -- self:loadCurrentRaceFileState()
@/lua/ge/extensions/flowgraph/nodes/ui/imgui/imVehicleSelect.lua

function C:onNodeReset()
  self.open = false
@/lua/ge/extensions/flowgraph/nodes/scene/camera/cameraPath.lua

function C:onNodeReset()
  self.activatedFlag = nil
@/gameplay/missionTypes/cannon/customNodes/cannonBallTouchdownNode.lua
function C:_executionStarted()
  self:onNodeReset()
end

function C:onNodeReset()
  self.lastBallPos = vec3()
@/lua/ge/extensions/flowgraph/nodes/environment/planet.lua
function C:_executionStopped()
  self:onNodeReset()
end

function C:onNodeReset()
  if self.veh then
@/lua/ge/extensions/flowgraph/nodes/ui/selectButtons.lua

function C:onNodeReset()
  if self.open then
@/lua/ge/extensions/flowgraph/nodes/environment/simplePlanet.lua

function C:onNodeReset()
  if self.vehicle then
function C:_executionStopped()
  self:onNodeReset()
end
@/lua/ge/extensions/flowgraph/nodes/scene/spawnTSStatic.lua
function C:_executionStopped()
  self:onNodeReset()
end

function C:onNodeReset()
  for _, obj in ipairs(self.objects) do
function C:onClientEndMission()
  self:onNodeReset()
end
function C:destroy()
  self:onNodeReset()
end
@/lua/ge/extensions/flowgraph/nodes/vehicle/gForce.lua
function C:init()
  self:onNodeReset()
end
function C:_executionStarted()
  self:onNodeReset()
end
function C:_executionStopped()
  self:onNodeReset()
end

function C:onNodeReset()
  -- TODO: unregister values
@/gameplay/missions/automation_test_track/flowgraph/001-Dam/customNodes/hitTargetNode.lua
function C:init()
  self:onNodeReset()
end
function C:_executionStopped()
  self:onNodeReset()
end

function C:onNodeReset()
  self.active = false
  if not scenetree.findObjectById(self.pinIn.vehId.value or 0) or not scenetree.findObjectById(self.pinIn.targetId.value or 0) then
    self:onNodeReset()
    return
@/lua/ge/extensions/flowgraph/nodes/gameplay/traffic/trafficSpawnGroup.lua

function C:onNodeReset()
  for _, id in ipairs(self.vehicleIds) do
  if self.pinIn.reset.value then
    self:onNodeReset()
  end
@/lua/ge/extensions/flowgraph/nodes/vehicle/getPowertrainData.lua
function C:init()
  self:onNodeReset()
end
function C:_executionStarted()
  self:onNodeReset()
end

function C:onNodeReset()
  self.receivedInfo = nil
@/lua/ge/extensions/flowgraph/nodes/gameplay/vehiclePool/createPool.lua
function C:init()
  self:onNodeReset()
end
function C:_executionStopped()
  self:onNodeReset()
end

function C:onNodeReset()
  if self.vehPool then
@/lua/ge/extensions/flowgraph/nodes/ui/monologue.lua

function C:onNodeReset()
  self:setDurationState('inactive')
@/lua/ge/extensions/flowgraph/nodes/util/timedSequence.lua

function C:onNodeReset()
  self.time = 0
@/lua/ge/extensions/flowgraph/nodes/debug/testDynamic.lua

function C:onNodeReset()
  self.timer = 0
@/gameplay/missionTypes/aiRace/customNodes/collisionTrackingNode.lua
function C:init()
  self:onNodeReset()
end
function C:_executionStopped()
  self:onNodeReset()
end

function C:onNodeReset()
  self.hitCount = 0
@/lua/ge/extensions/flowgraph/nodes/gameplay/traffic/signals/controllerByName.lua

function C:onNodeReset()
  self.pinOut.controllerData.value = nil
function C:init()
  self:onNodeReset()
end
function C:_executionStopped()
  self:onNodeReset()
end
@/lua/ge/extensions/flowgraph/nodes/ui/buttons/simpleButton.lua

function C:onNodeReset()
  -- hide existing button, and clear the afterDone flag.
@/lua/ge/extensions/flowgraph/nodes/vehicle/ai/followWaypoints.lua
function C:init()
  self:onNodeReset()
end
function C:_executionStopped()
  self:onNodeReset()
end

function C:onNodeReset()
  self.aiPath = {}
@/lua/ge/extensions/flowgraph/nodes/gameplay/race/filePath.lua

function C:onNodeReset()
  self.path = nil
@/lua/ge/extensions/flowgraph/nodes/gameplay/traffic/fileVehicleGroup.lua

function C:onNodeReset()
  self.vehGroup = nil
@/lua/ge/extensions/flowgraph/nodes/ui/updatedUI/endScreenWhole.lua

function C:onNodeReset()
  for _,pn in pairs(self.pinOut) do
  if self.pinIn.reset.value then
    self:onNodeReset()
  end
@/lua/ge/extensions/flowgraph/nodes/vehicle/ai/stop.lua

function C:onNodeReset()
  self.complete = false
function C:_executionStarted()
  self:onNodeReset()
end
@/gameplay/missionTypes/chase/customNodes/suspectAiNode.lua
function C:init()
  self:onNodeReset()
end
function C:_executionStopped()
  self:onNodeReset()
end

function C:onNodeReset()
  self.aiMode = 'flee'
@/lua/ge/extensions/flowgraph/nodes/ui/fadeFromBlack.lua

function C:onNodeReset()
  self:setDurationState('inactive')
@/lua/ge/extensions/flowgraph/nodes/vehicle/ai/arrive.lua

function C:onNodeReset()
  self.sentCommand = false
function C:_executionStopped()
  self:onNodeReset()
end
@/lua/ge/extensions/flowgraph/nodes/ui/endScreen.lua

function C:onNodeReset()
  self:closeDialogue()
@/lua/ge/extensions/flowgraph/nodes/gameplay/traffic/trafficMoveGroup.lua
function C:init()
  self:onNodeReset()
  self.data.instantTeleport = false
function C:_executionStopped()
  self:onNodeReset()
end

function C:onNodeReset()
  self.state = 0
  if self.pinIn.reset.value then
    self:onNodeReset()
  end
@/gameplay/missionTypes/scatterPickup/customNodes/scatterCollectNode.lua

function C:onNodeReset()
  self:setDurationState('inactive')
@/lua/ge/extensions/flowgraph/nodes/gameplay/traffic/signals/sequenceByName.lua

function C:onNodeReset()
  self.pinOut.sequenceData.value = nil
function C:init()
  self:onNodeReset()
end
function C:_executionStopped()
  self:onNodeReset()
end
@/lua/ge/extensions/flowgraph/nodes/vehicle/getElectricsValue.lua
function C:init()
  self:onNodeReset()
end
function C:_executionStarted()
  self:onNodeReset()
end
function C:_executionStopped()
  self:onNodeReset()
end

function C:onNodeReset()
  self:setDurationState('inactive')
@/lua/ge/extensions/flowgraph/nodes/ui/fadeSequence.lua

function C:onNodeReset()
  self.pinOut.faded.value = false
@/lua/ge/extensions/flowgraph/nodes/gameplay/sites/fileSites.lua

function C:onNodeReset()
  self.sites = nil
@/lua/ge/extensions/flowgraph/nodes/vehicle/vehiclePing.lua
function C:init()
  self:onNodeReset()
end
function C:_executionStarted()
  self:onNodeReset()
end

function C:onNodeReset()
  self.receivedInfo = nil