activeVehiclesIterator
Definition
-- @/lua/ge/ge_utils.lua:560
function activeVehiclesIterator(ctx)
if not allVehiclesCache then
getAllVehicles()
end
ctx = ctx or {}
ctx.vehiclesIndex = 0
ctx.vehiclesCount = table.getn(allVehiclesCache)
return _activeVehiclesIterator, ctx
end
Callers
@/lua/ge/extensions/core/multiseat.lua
local usedVehicles = {}
for id, vehicle in activeVehiclesIterator() do
usedVehicles[id] = 0
local res = {}
for id, veh in activeVehiclesIterator() do
table.insert(res, veh)
@/lua/ge/extensions/editor/drivePathEditor/splineMgr.lua
local ctr = 1
for vid, veh in activeVehiclesIterator() do
sceneVehicles[ctr] = { vid = vid, veh = veh, name = veh:getName(), isLink = false, linkSplineId = nil }
@/lua/ge/extensions/gameplay/discover.lua
-- use this to get the position, rotation and partConfig of all vehicles
for id in activeVehiclesIterator() do local veh = scenetree.findObjectById(id) print(veh) dump({veh:getPosition(), quatFromDir(veh:getDirectionVector(), veh:getDirectionVectorUp()), veh.jbeam, veh.partConfig}) end
]]
@/lua/ge/extensions/editor/sensorConfigurationEditor.lua
local ctr = 1
for vid, veh in activeVehiclesIterator() do
vehicles[ctr] = {
@/lua/ge/extensions/career/modules/delivery/general.lua
local refNodeClusterIdByVehId = {}
for vehId, veh in activeVehiclesIterator() do
if veh:getJBeamFilename() ~= "unicycle" and veh.playerUsable ~= false and (playerPos-veh:getPosition()):squaredLength() < nearbyRadius then
local updatePerVehicle = {}
for vehId, veh in activeVehiclesIterator() do
if veh:getJBeamFilename() ~= "unicycle" and veh.playerUsable ~= false then
@/lua/ge/extensions/ui/apps/minimap/vehicles.lua
local canSwitch = not core_input_actionFilter.isActionBlocked("switch_next_vehicle") and not core_input_actionFilter.isActionBlocked("switch_previous_vehicle")
for otherVId, otherVeh in activeVehiclesIterator(vehIteratorCtx) do
if otherVId ~= playerVehId then
@/lua/ge/extensions/editor/drivePathEditor.lua
-- Disable the AI for all vehicles.
for _, veh in activeVehiclesIterator() do
veh:queueLuaCommand('ai.setState({mode = "stop"})')
@/lua/ge/spawn.lua
if not checkOnlyStatics then
for vehId, veh in activeVehiclesIterator() do
if vehId ~= newVehID and not (gameplay_traffic and removeTraffic and arrayFindValueIndex(gameplay_traffic.getTrafficList(), vehId)) then
@/lua/ge/ge_utils.lua
local minVehId = nil
for tid, veh in activeVehiclesIterator() do
if tid ~= requesterID then
@/lua/ge/extensions/editor/gen/exp_meshexplorer.lua
local function modelReload()
for id, veh in activeVehiclesIterator() do
local om = scenetree.findObjectById(veh:getId())
for id, veh in activeVehiclesIterator() do
-- aveh[#aveh+1] = veh:getId()
-- dump(pvd.vdata.variables, '?? vdata_var:',nil,2)
for id, veh in activeVehiclesIterator() do
lo('??++++++++++++++++++++++ veh:'..id..':'..veh:getNodeCount()..':'..tostring(veh:getNodePosition(1))..':'..veh:getJBeamFilename()) --.':'..tostring(veh:getPosition())..':'..tostring(veh:getNodePosition(veh:getRefNodeId()))) --..':'..tableSize(veh.vdata.beams))
for id, veh in activeVehiclesIterator() do
lo('??++++++++++++++++++++++ veh:'..id..':'..veh:getNodeCount()..':'..tostring(veh:getNodePosition(1))..':'..veh:getJBeamFilename()..':'..veh:getId()) --..':'..tableSize(veh.vdata.beams))
local aveh = {}
for id, veh in activeVehiclesIterator() do
aveh[#aveh+1] = veh:getId()
-- lo('?? if_COBJ:'..tostring(cobj))
-- for id, veh in activeVehiclesIterator() do
-- cobj = veh:getId()
env.ui['jpart_pick'] = ageopin[1]
for id, veh in activeVehiclesIterator() do
-- lo('?? for_VEH:'..tostring(veh:getId()))
env.ui['jpart_pick'] = ageopin[1]
for id, veh in activeVehiclesIterator() do
-- lo('?? for_VEH:'..tostring(veh:getId()))
local aveh = {}
for id, veh in activeVehiclesIterator() do
aveh[#aveh+1] = veh:getId()
local aveh = {}
for id, veh in activeVehiclesIterator() do
aveh[#aveh+1] = veh:getId()
local aveh = {}
for id, veh in activeVehiclesIterator() do
aveh[#aveh+1] = veh:getId()
local aveh = {}
for id, veh in activeVehiclesIterator() do
aveh[#aveh+1] = veh:getId()
--[[
for id, veh in activeVehiclesIterator() do
lo('?? for_VEH:'..tostring(veh:getId()))
@/lua/ge/extensions/freeroam/crashCamMode.lua
for vid, _ in activeVehiclesIterator() do
if willCollideWithJbeam(playerVehId, vid) then
@/lua/ge/extensions/editor/scriptAIEditor.lua
local didFindVehicleInSimulation = false -- Search through the spawned vehicles and find a suitable vehicle for this trajectory.
for vid, veh in activeVehiclesIterator() do
if alreadyAttachedVehicles[vid] == nil and tr.jBeam == veh.JBeam then
local ctr = 1
for vid, veh in activeVehiclesIterator() do
local vehName, jBeam, config = veh:getName(), veh.JBeam, veh:getField('partConfig', '0')
local vString, jBeam = "", nil
for id, veh in activeVehiclesIterator() do
if vid == id then
@/lua/ge/extensions/editor/cosimulationSignalEditor.lua
local ctr = 1
for vid, veh in activeVehiclesIterator() do
vehicles[ctr] = {