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breakAllBreakgroups

Definition


-- @/lua/ge/extensions/core/funstuff.lua:63



local function breakAllBreakgroups()
  getPlayerVehicle(0):queueLuaCommand("beamstate.breakAllBreakgroups()")
  return {"hide"}
end

Callers

@/ui/ui-vue/mockdata/inputBindings.js
                "title": "ui.inputActions.gameplay.funBreak.title",
                "onDown": "beamstate.breakAllBreakgroups()",
                "order": 40,
@/lua/ge/extensions/flowgraph/nodes/vehicle/beamstate/breakgroup.lua
    if self.pinIn.group.value == '*' then
      veh:queueLuaCommand("beamstate.breakAllBreakgroups()")
    else
@/lua/vehicle/beamstate.lua

local function breakAllBreakgroups()
  for _, b in pairs(v.data.beams) do
@/ui/modules/apps/VehicleDebug/app.js
    '
' + '{{:: \'ui.apps.vehicleDebug.breakAll\' | translate}}' + '{{:: \'ui.apps.vehicleDebug.deflateTires\' | translate}}' +
        $scope.breakAllBreakgroups = function () {
            bngApi.activeObjectLua('beamstate.breakAllBreakgroups()')
        }
@/lua/ge/extensions/gameplay/discover/discover_037.lua
              vehicle:queueLuaCommand("fire.explodeVehicle()")
              vehicle:queueLuaCommand("beamstate.breakAllBreakgroups()")
            end
@/lua/ge/extensions/core/funstuff.lua
local function breakAllBreakgroups()
  getPlayerVehicle(0):queueLuaCommand("beamstate.breakAllBreakgroups()")
  return {"hide"}
      vehicle:queueLuaCommand("fire.explodeVehicle()")
      vehicle:queueLuaCommand("beamstate.breakAllBreakgroups()")
    end