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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