setVehicleCameraByIndexOffset
Definition
-- @/lua/ge/extensions/core/camera.lua:957
local function setVehicleCameraByIndexOffset(player, offset)
-- if we're in a global camera, just switch back regular game camera, whichever that was
if activeGlobalCameraName then
setGlobalCameraByName(nil)
displayCameraNameUI(player)
return
end
local vdata = getVdata(player)
if not vdata then return end
-- this loop is supposed to skip over hidden/disabled cameras
local focusedCamId = getCamIdFromName(vdata.focusedCamName)
for i = 1, #configuration do
focusedCamId = focusedCamId + offset
if focusedCamId > #configuration then focusedCamId = 1 end
if focusedCamId < 1 then focusedCamId = #configuration end
local m = configuration[focusedCamId]
local enabled = m.enabled
local visible = vdata.cameras[m.name] and not vdata.cameras[m.name].hidden
if visible and enabled then break end
end
_setVehicleCameraByIndex(vdata, focusedCamId)
displayCameraNameUI(player)
getGlobalCameras().transition:start()
end
Callers
@/ui/ui-vue/mockdata/inputBindings.js
"title": "ui.inputActions.camera.switch_camera_next.title",
"onDown": "if core_camera then core_camera.setVehicleCameraByIndexOffset(PLAYER, 1) extensions.hook('trackCamMode') end",
"order": 1,
"title": "ui.inputActions.camera.switch_camera_prev.title",
"onDown": "if core_camera then core_camera.setVehicleCameraByIndexOffset(PLAYER, -1) extensions.hook('trackCamMode') end",
"order": 1,
@/lua/ge/extensions/career/modules/playerDriving.lua
initData.finishedPath = function(this)
core_camera.setVehicleCameraByIndexOffset(0, 1)
end