setGameCamera
Definition
-- @/lua/ge/server/commands.lua:32
local function setGameCamera()
core_camera.setGlobalCameraByName(nil)
end
Callers
@/lua/ge/extensions/gameplay/discover/discover_038.lua
gameplay_walk.getInVehicle(vehiclesByInternalName.player)
commands.setGameCamera()
gameplay_walk.getInVehicle(vehiclesByInternalName.player)
commands.setGameCamera()
commands.setGameCamera()
@/lua/ge/extensions/career/modules/inventory.lua
commands.setGameCamera()
end
@/lua/ge/extensions/trackbuilder/trackBuilder.lua
guihooks.trigger('ShowApps', true)
commands.setGameCamera()
end
if not freeCam then
commands.setGameCamera()
end
if not freeCam and active then
commands.setGameCamera()
end
@/lua/ge/extensions/freeroam/dragRace.lua
core_camera.setFOV(0, 65) --rst
commands.setGameCamera()
core_camera.setByName(0, currentCam, true)
@/lua/vehicle/recovery.lua
if not isFreeCamActive then
obj:queueGameEngineLua("commands.setGameCamera()")
end
@/ui/modules/photomode/photomode.js
bngApi.engineLua("photoModeOpen = false"); // yes, this is horrible
bngApi.engineLua("if core_camera.getActiveCamName() ~= 'path' then commands.setGameCamera() end"); // camera change if the editor was not loaded before
bngApi.engineLua("MoveManager.rollRelative = 0; if core_camera.savedCameraFov then core_camera.setFOV(0, core_camera.savedCameraFov) end")
@/lua/ge/extensions/scenario/scenarios.lua
freezeAll(1)
commands.setGameCamera()
elseif scenario.state == 'deferredRunning' then
@/lua/ge/extensions/ui/liveryEditor/camera.lua
local function setCameraRotationInJob(job)
commands.setGameCamera()
core_camera.setByName(0, "orbit", false)
local function setToOrbitCameraJob(job)
commands.setGameCamera()
core_camera.setByName(0, "orbit", false)
@/lua/ge/extensions/flowgraph/nodes/vehicle/enterVehicle.lua
--core_camera.setByName(0, 'orbit')
commands.setGameCamera()
end
@/lua/ge/extensions/flowgraph/modules/cameraModule.lua
if commands.isFreeCamera() then
commands.setGameCamera()
end
@/lua/ge/server/commands.lua
if not wasFreeCamera and isFreeCamera() then
setGameCamera()
end
playerVehicle:setPositionRotation(pos.x, pos.y, pos.z, rot.x, rot.y, rot.z, rot.w)
setGameCamera()
if core_camera.getActiveCamName(player) == "bigMap" then
end
setGameCamera()
if core_camera.getActiveCamName(player) == "bigMap" then
if isFreeCamera() then
setGameCamera()
extensions.core_camera.displayCameraNameUI(player)
@/lua/ge/extensions/editor/camPathEditor.lua
if commands.isFreeCamera() then
commands.setGameCamera()
end
@/lua/ge/extensions/editor/api/camera.lua
if type == editor.CameraType_Game then
commands.setGameCamera()
elseif type == editor.CameraType_Free then
@/lua/ge/extensions/flowgraph/nodes/vehicle/spawnVehicle.lua
elseif self.state == 3 then
if not (self.pinIn.keepCamera.value or false) and commands.isFreeCamera() then commands.setGameCamera() end -- if free camera was somehow still active
@/lua/ge/main.lua
if be:getEnterableObjectCount() == 1 then
commands.setGameCamera()
end
@/lua/ge/extensions/editor/trafficManager.lua
be:enterVehicle(0, currVeh)
commands.setGameCamera()
end
@/lua/ge/extensions/flowgraph/nodes/scene/camera/returnToVehicle.lua
if getPlayerVehicle(0) then
commands.setGameCamera()
else
@/lua/ge/extensions/freeroam/bigMapMode.lua
-- In freecam, skip the path transition
commands.setGameCamera()
core_camera.setByName(0, 'bigMap', false, {initialCamData = {pos = bigMapInitialCamPos, rot = bigMapCamRotation}})
@/lua/ge/extensions/gameplay/garageMode.lua
-- This changes the default rotation. Changing it back is probably not worth it because it requires waiting for several frames until the reset is done
commands.setGameCamera()
core_camera.setByName(0, "orbit", false)
@/lua/ge/extensions/editor/dynamicDecals/camera.lua
-- This changes the default rotation. Changing it back is probably not worth it because it requires waiting for several frames until the reset is done
commands.setGameCamera()
core_camera.setByName(0, "orbit", false)
@/lua/ge/extensions/gameplay/missions/missionManager.lua
if mission._startingInfo and mission._startingInfo.startedFromVehicle then
commands.setGameCamera()
end
gameplay_walk.getInVehicle(step.veh)
commands.setGameCamera()
step.complete = true