GE Lua Documentation

Press F to search!

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.. ')