arrayConcat
Definition
-- @/lua/common/utils.lua:635
-- appends src array to dst array
function arrayConcat(dst, src)
local dstidx = #dst
for i = src[0] == nil and 1 or 0, #src do
dstidx = dstidx + 1
dst[dstidx] = src[i]
end
return dst
end
Callers
@/lua/ge/extensions/career/career.lua
local actionWhitelist = deepcopy(devActions)
arrayConcat(actionWhitelist, nodegrabberActions)
local blockedActions = core_input_actionFilter.createActionTemplate({"vehicleTeleporting", "vehicleMenues", "physicsControls", "aiControls", "vehicleSwitching", "funStuff"}, actionWhitelist)
local safeIds = gameplay_traffic.getTrafficList(true)
safeIds = arrayConcat(safeIds, gameplay_parking.getParkedCarsList(true))
for i = be:getObjectCount()-1, 0, -1 do
@/lua/ge/extensions/core/modmanager.lua
-- not sure if it's actually usefull do to the folowing as it happen only when mod is new
-- arrayConcat(filesInZIP, oldLvlFiles)
-- arrayConcat(filesInZIP, lvlFiles)
-- arrayConcat(filesInZIP, oldLvlFiles)
-- arrayConcat(filesInZIP, lvlFiles)
-- arrayConcat(filesInZIP, vehFiles)
-- arrayConcat(filesInZIP, lvlFiles)
-- arrayConcat(filesInZIP, vehFiles)
end
if modFiles and #modFiles>0 then
newMountedFiles = arrayConcat(newMountedFiles,modFiles)
end
local modScriptFiles = FS:findFiles(mods[modname].unpackedPath .. '/scripts/', 'modScript.lua', -1, true, false)
modScripts = arrayConcat(modScripts,modScriptFiles)
modScriptFiles = FS:findFiles(mods[modname].unpackedPath .. '/mods_data/', 'modScript.lua', 1, true, false)
modScripts = arrayConcat(modScripts,modScriptFiles)
local newMountedFilesChange = _getModFsNotifFileList(modname,"added")
mountedFilesChange = arrayConcat(mountedFilesChange,newMountedFilesChange)
local newModScripts = _getModScriptFiles(modname)
if newModScripts and #newModScripts>0 then
modScripts = arrayConcat(modScripts,newModScripts)
end
@/lua/ge/extensions/gameplay/missions/missionScreen.lua
local layouts = {}
arrayConcat(layouts, M.uiLayoutHistory)
arrayConcat(layouts, M.savedLayouts)
arrayConcat(layouts, M.uiLayoutHistory)
arrayConcat(layouts, M.savedLayouts)
if im.Button("Discover Layouts") then
@/lua/ge/extensions/gameplay/parking.lua
randomPsList = arrayConcat(psList, randomPsList)
@/lua/ge/extensions/gameplay/race/race.lua
end
aiPath = arrayConcat(aiPath, extPath) -- combines the ai path with the extended path
end
@/lua/ge/extensions/freeroam/crashCamMode.lua
table.clear(trafficVehicleIds)
arrayConcat(trafficVehicleIds, trafficList)
arrayConcat(trafficVehicleIds, parkedList)
arrayConcat(trafficVehicleIds, trafficList)
arrayConcat(trafficVehicleIds, parkedList)
@/lua/ge/extensions/ui/gameplaySelector/tileClustering.lua
end)
return arrayConcat(sourceIconsWithOrder, sourceIconsWithoutOrder)
end
recentIdx = lowestRecentIdx,
gotoPath = arrayConcat(gotoPath, group.gotoParams or {}),
showFavouriteIconPercent = showFavouriteIconPercent,
recentIdx = lowestRecentIdx,
gotoPath = arrayConcat(gotoPath, group.gotoParams or {}),
showFavouriteIconPercent = showFavouriteIconPercent,
name = level
gotoPath = arrayConcat(gotoPath, {"level", level})
elseif system == "Scenarios (deprecated)" then
name = level
gotoPath = arrayConcat(gotoPath, {"level", level})
elseif system == "Challenges" then
name = typeName
gotoPath = arrayConcat(gotoPath, {"type", typeName})
else
if group.isRecentGroup then
gotoPath = arrayConcat(gotoPath, {"Recent"})
end
if group.isFavouriteGroup then
gotoPath = arrayConcat(gotoPath, {"Favourites"})
end
@/lua/ge/extensions/gameplay/discover/discover_038.lua
D.experiences = arrayConcat(freeroamExperiences, missions)
return D
@/lua/common/jbeam/interaction.lua
local interactionFilenames = FS:findFiles('/vehicles/common/', '*.interaction.json', -1, false, false)
arrayConcat(interactionFilenames, interactionFilenamesVehicle)
--dump{'interactionFilenames', interactionFilenames}
@/lua/ge/extensions/gameplay/missions/missions.lua
table.sort(bonusKeysSorted, sortStarKeys)
return arrayConcat(deepcopy(defaultKeysSorted), deepcopy(bonusKeysSorted)), defaultKeysSorted, bonusKeysSorted, defaultStarKeysCache, bonusStarKeysCache
end
@/lua/ge/extensions/gameplay/missions/missionTypes/flowMission.lua
local rulesFolder = layer.dir .. "rules/"
arrayConcat(rulesFiles,FS:findFiles(rulesFolder, "*.html", -1, true, false))
end
@/lua/ge/extensions/career/modules/vehicleShopping.lua
local newRandomVehicleInfos = util_configListGenerator.getRandomVehicleInfos(seller, numberOfVehiclesToGenerate, eligibleVehiclesWithoutDealershipVehicles, "adjustedPopulation")
arrayConcat(randomVehicleInfos, newRandomVehicleInfos)
local newRandomVehicleInfos = util_configListGenerator.getRandomVehicleInfos(seller, 1, eligibleVehicles, "adjustedPopulation")
arrayConcat(randomVehicleInfos, newRandomVehicleInfos)
end
@/lua/ge/extensions/core/hotlapping.lua
local oldFiles = FS:findFiles(oldRootDir, '*.json', -1, true, false)
files = arrayConcat(files, oldFiles)
for _, file in ipairs(files) do
@/lua/ge/extensions/editor/multiSpawnManager.lua
table.sort(files)
commonFiles = arrayConcat(commonFiles, files)
end
@/lua/ge/extensions/career/modules/delivery/cargoScreen.lua
-- all of these storages should be able to take at least some of the material
arrayConcat(allValidStorages, validWholeStorages)
arrayConcat(allValidStorages, validPartialStorages)
arrayConcat(allValidStorages, validWholeStorages)
arrayConcat(allValidStorages, validPartialStorages)
arrayConcat(allValidStorages, emptyWholeStorages)
arrayConcat(allValidStorages, validPartialStorages)
arrayConcat(allValidStorages, emptyWholeStorages)
arrayConcat(allValidStorages, emptyPartialStorages)
arrayConcat(allValidStorages, emptyWholeStorages)
arrayConcat(allValidStorages, emptyPartialStorages)
elseif targetLocation.type == "vehicle" then
@/lua/ge/extensions/core/vehicleActivePooling.lua
function VehPool:getVehs()
return arrayConcat(deepcopy(self.activeVehs), self.inactiveVehs)
end
@/lua/ge/extensions/core/trafficSignals.lua
if merge then -- merges existing and new data
arrayConcat(instances, data.instances or {})
arrayConcat(controllers, data.controllers or {})
arrayConcat(instances, data.instances or {})
arrayConcat(controllers, data.controllers or {})
arrayConcat(sequences, data.sequences or {})
arrayConcat(controllers, data.controllers or {})
arrayConcat(sequences, data.sequences or {})
else
@/flowgraphEditor/Tower/customNodes/towerNode.lua
}
rooms.turn = arrayConcat(deepcopy(rooms.left), deepcopy(rooms.right))
rooms.corridor = arrayConcat(deepcopy(rooms.forward), deepcopy(rooms.turn))
rooms.turn = arrayConcat(deepcopy(rooms.left), deepcopy(rooms.right))
rooms.corridor = arrayConcat(deepcopy(rooms.forward), deepcopy(rooms.turn))
local all = {}
@/lua/ge/extensions/core/vehicles.lua
local finalRanges = {}
arrayConcat(finalRanges, range)
arrayConcat(finalRanges, convertToRange)
arrayConcat(finalRanges, range)
arrayConcat(finalRanges, convertToRange)
M.finalRanges = finalRanges
@/lua/ge/extensions/ui/bindingsLegend.lua
sortActions(actionDataSet.actions)
arrayConcat(uiData.actions, actionDataSet.actions)
end
@/lua/vehicle/powertrain.lua
local vehicleFiles = FS:findFiles(vehicleDirectory, "*.lua", -1, true, false)
local files = arrayConcat(globalFiles, vehicleFiles)
@/lua/common/jbeam/sections/assorted.lua
vehicle.engine.waterDamage.nodes = {}
arrayConcat(vehicle.engine.waterDamage.nodes, vehicle.engine.waterDamage._group_nodes or {})
arrayConcat(vehicle.engine.waterDamage.nodes, vehicle.engine.waterDamage._engineGroup_nodes or {})
arrayConcat(vehicle.engine.waterDamage.nodes, vehicle.engine.waterDamage._group_nodes or {})
arrayConcat(vehicle.engine.waterDamage.nodes, vehicle.engine.waterDamage._engineGroup_nodes or {})
end
@/lua/ge/extensions/gameplay/discover/newPlayerExperience.lua
end
D.experiences = arrayConcat(freeroamExperiences, missions)
return D
@/lua/vehicle/powertrain/combustionEngineThermals.lua
local childEndNodes, childConnectedNodes = getExhaustEndNodes(k, branch)
arrayConcat(endNodes, childEndNodes)
arrayConcat(allConnectedNodes, childConnectedNodes)
arrayConcat(endNodes, childEndNodes)
arrayConcat(allConnectedNodes, childConnectedNodes)
end
local treeEndNodes, allTreeNodes = getExhaustEndNodes(t.startCid, t)
tmpExhaustEndNodes = arrayConcat(tmpExhaustEndNodes, treeEndNodes)
tmpExhaustConnectedNodes = arrayConcat(tmpExhaustConnectedNodes, allTreeNodes)
tmpExhaustEndNodes = arrayConcat(tmpExhaustEndNodes, treeEndNodes)
tmpExhaustConnectedNodes = arrayConcat(tmpExhaustConnectedNodes, allTreeNodes)
end
local treeEndNodes, allTreeNodes = getExhaustEndNodes(t.startCid, t)
tmpExhaustEndNodes = arrayConcat(tmpExhaustEndNodes, treeEndNodes)
tmpExhaustConnectedNodes = arrayConcat(tmpExhaustConnectedNodes, allTreeNodes)
tmpExhaustEndNodes = arrayConcat(tmpExhaustEndNodes, treeEndNodes)
tmpExhaustConnectedNodes = arrayConcat(tmpExhaustConnectedNodes, allTreeNodes)
end
local treeEndNodes, allTreeNodes = getExhaustEndNodes(t.startCid, t)
tmpExhaustEndNodes = arrayConcat(tmpExhaustEndNodes, treeEndNodes)
tmpExhaustConnectedNodes = arrayConcat(tmpExhaustConnectedNodes, allTreeNodes)
tmpExhaustEndNodes = arrayConcat(tmpExhaustEndNodes, treeEndNodes)
tmpExhaustConnectedNodes = arrayConcat(tmpExhaustConnectedNodes, allTreeNodes)
end
else
arrayConcat(nodes.radiator, jbeamData.radiator._engineGroup_nodes or {})
end
arrayConcat(nodes.coolantCap, jbeamData.engineBlock._engineGroup_nodes or {})
arrayConcat(nodes.engine, jbeamData.engineBlock._engineGroup_nodes or {})
arrayConcat(nodes.coolantCap, jbeamData.engineBlock._engineGroup_nodes or {})
arrayConcat(nodes.engine, jbeamData.engineBlock._engineGroup_nodes or {})
@/lua/ge/extensions/gameplay/discover/discover_037.lua
end
D.experiences = arrayConcat(freeroamExperiences, missions)
return D
@/lua/ge/extensions/ui/vehicleSelector/tileClustering.lua
recentIdx = lowestRecentIdx,
gotoPath = arrayConcat(gotoPath, group.gotoParams or {}),
showFavouriteIconPercent = showFavouriteIconPercent,
recentIdx = lowestRecentIdx,
gotoPath = arrayConcat(gotoPath, group.gotoParams or {}),
showFavouriteIconPercent = showFavouriteIconPercent,
@/lua/ge/extensions/core/input/actionFilter.lua
if not actionWhitelist then
arrayConcat(template, actionTemplates[entry])
else
if actionBlackList then
arrayConcat(template, actionBlackList)
end
actionTemplates.physicsControls = {"slower_motion", "faster_motion", "toggle_slow_motion"}
arrayConcat(actionTemplates.physicsControls, actionTemplates.nodegrabber)
actionTemplates.aiControls = {"toggleTraffic", "toggleAITraffic"}
if shipping_build then
arrayConcat(actionTemplates.freeCam, actionTemplates.editor)
end
@/lua/ge/extensions/core/input/bindings.lua
local basePaths = getInputmapPaths(devicetype, guid, productName, pidvid, vehicleName, "json")
arrayConcat(basePaths, getInputmapPaths(devicetype, guid, productName, pidvid, vehicleName, "inputmap.json"))
@/lua/ge/extensions/gameplay/missions/missionManager.lua
arrayConcat(taskData.steps, {
{