setForcedId
Definition
-- @/=[C]:-1
function setForcedId(...)
Callers
@/lua/ge/extensions/editor/objectToSplineEditor.lua
if presetIds and presetIds[i] then
SimObject.setForcedId(presetIds[i])
end
@/lua/ge/extensions/editor/api/objectHistoryActions.lua
if actionData.objectId then
SimObject.setForcedId(actionData.objectId)
end
-- first, deserialize group
SimObject.setForcedId(tbl.objectId)
Sim.deserializeObjectsFromText(tbl.json, true, true)
-- deserialize object
SimObject.setForcedId(tbl.children[i].objectId)
Sim.deserializeObjectsFromText(tbl.children[i].json, true, true)
if actionData.objectId then
SimObject.setForcedId(actionData.objectId)
Sim.deserializeObjectsFromText(actionData.serializedData, true, true)
@/lua/ge/extensions/editor/levelValidator.lua
local function deleteObjectUndo(actionData)
SimObject.setForcedId(actionData.objectId)
Sim.deserializeObjectsFromText(actionData.serializedData, true)
@/lua/ge/extensions/editor/roadEditor.lua
for roadID, roadInfo in pairs(actionData.roadInfos) do
SimObject.setForcedId(roadID)
editor.createRoad(actionData.nodes[roadID], roadInfo)
if actionData.roadID then
SimObject.setForcedId(actionData.roadID)
end
if actionData.arrayRoadIDs then
SimObject.setForcedId(actionData.arrayRoadIDs[index])
end
if actionData.newRoadIDs then
SimObject.setForcedId(actionData.newRoadIDs[roadIndex])
end
SimObject.setForcedId(actionData.fuseRoadsInfo[1].roadID)
editor.createRoad(actionData.road1Nodes, actionData.road1Fields)
SimObject.setForcedId(actionData.fuseRoadsInfo[2].roadID)
editor.createRoad(actionData.road2Nodes, actionData.road2Fields)
editor.deleteRoad(r.id)
SimObject.setForcedId(r.id)
editor.createRoad(r.oldNodes, r.fields)
editor.deleteRoad(r.id)
SimObject.setForcedId(r.id)
editor.createRoad(r.newNodes, r.fields)
@/lua/ge/extensions/editor/decalEditor.lua
if actionData.id then
SimObject.setForcedId(actionData.id)
end
local function deleteTemplateActionUndo(actionData)
SimObject.setForcedId(actionData.id)
editor.createDecalTemplate()
@/lua/ge/extensions/editor/objectTool.lua
if objectIDs and objectIDs[i] then
SimObject.setForcedId(objectIDs[i])
end
if objectIDs and objectIDs[i] then
SimObject.setForcedId(objectIDs[i])
end
@/lua/ge/extensions/editor/meshEditor.lua
local function createMeshActionRedo(actionData)
SimObject.setForcedId(actionData.meshID)
editor.createMesh(M.type, actionData.nodes, actionData.meshInfo)
if actionData.newMeshID then
SimObject.setForcedId(actionData.newMeshID)
end
@/lua/ge/extensions/editor/assetBrowser.lua
if actionData.objectId then
SimObject.setForcedId(actionData.objectId)
Sim.deserializeObjectsFromText(actionData.serializedData, true, true)
@/lua/ge/extensions/editor/sceneTree.lua
if actionData.objectID then
SimObject.setForcedId(actionData.objectID)
end