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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] = {