onScenarioChange
Definition
-- @/lua/ge/extensions/core/camera.lua:1410
local function onScenarioChange(...)
proxy_all("onScenarioChange", ...)
local arg = {...}
local scenario = arg[1]
if pendingTrigger and scenario and scenario.state == 'running' then
log('I', 'camera', 'onScenarioChange processing pendingTrigger...')
local tempTrigger = deepcopy(pendingTrigger)
pendingTrigger = nil
onTrigger(tempTrigger)
end
end
Callers
@/lua/ge/extensions/scenario/waypoints.lua
local function onScenarioChange(scenario)
if not scenario then
@/lua/ge/extensions/scenario/raceDebug.lua
local function onScenarioChange( scenario )
local currentScenario = scenario_scenarios.getScenario()
@/lua/ge/extensions/campaign/comics.lua
local function onScenarioChange(sc)
if not sc or sc.state == 'pre-start' then
@/lua/ge/extensions/scenario/raceUI.lua
local function onScenarioChange(scenario)
--log( 'D', 'raceUI', 'onScenarioChange' )
@/lua/ge/extensions/campaign/campaigns.lua
local function onScenarioChange(scenario)
if not getCampaignActive() then
@/lua/ge/extensions/core/cameraModes/observer.lua
end
function C:onScenarioChange(scenario)
if not scenario then
@/lua/ge/extensions/scenario/demolitionDerby.lua
local function onScenarioChange(sc)
local scenario = scenario_scenarios.getScenario()
@/lua/ge/extensions/statistics/statistics.lua
local function onScenarioChange(scenario)
-- log('D', logTag, 'onScenarioChange called.. ')