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setGameState

Definition


-- @/lua/ge/extensions/core/gamestate.lua:29

-- if only one should be updated omit the other parameters or set to nil
local function setGameState(state, appLayout, menuItems, options)
  M.state = {
    state = state or M.state.state,
    appLayout = appLayout or M.state.appLayout,
    menuItems = menuItems or M.state.menuItems,
    options = options or M.state.options
  }
  sendGameState()
end

Callers

@/lua/ge/extensions/tech/techCore.lua
    if prevState ~= nil then
      core_gamestate.setGameState(prevState.state, prevState.appLayout, prevState.menuItems, prevState.options)
      config.prevState = nil
    core_input_actionFilter.clear(0)
    core_gamestate.setGameState('exploration', nil, 'freeroam', 'freeroam')
  end
@/lua/ge/extensions/flowgraph/nodes/ui/endScreen.lua
  if self.open then
    --core_gamestate.setGameState('freeroam', 'freeroam', 'freeroam')
    --guihooks.trigger('MenuHide')
@/lua/ge/extensions/gameplay/crawl/display.lua
  -- if value then
  --   core_gamestate.setGameState('freeroam', crawlUILayout, 'freeroam')
  -- else
  -- else
  --   core_gamestate.setGameState('freeroam', 'freeroam', 'freeroam')
  -- end
@/lua/ge/extensions/gameplay/discover/newPlayerExperience.lua
        server.fadeoutLoadingScreen()
        core_gamestate.setGameState("freeroam","discover", nil)
        server.fadeoutLoadingScreen()
        core_gamestate.setGameState("freeroam","discover", nil)
        server.fadeoutLoadingScreen()
        core_gamestate.setGameState("freeroam","discover", nil)
        server.fadeoutLoadingScreen()
        core_gamestate.setGameState("freeroam","discover", nil)
        server.fadeoutLoadingScreen()
        core_gamestate.setGameState("freeroam","discover", nil)
@/lua/ge/extensions/gameplay/discover/discover_038.lua
        server.fadeoutLoadingScreen()
        core_gamestate.setGameState("freeroam","discover", nil)
        server.fadeoutLoadingScreen()
        core_gamestate.setGameState("freeroam","discover", nil)
        server.fadeoutLoadingScreen()
        core_gamestate.setGameState("freeroam","discover", nil)
@/lua/ge/extensions/core/quickAccess.lua
    guihooks.trigger('ChangeState', {state ='Radial'})
    core_gamestate.setGameState(nil,'radial')
  end
      guihooks.trigger('ChangeState', {state ='play'})
      core_gamestate.setGameState(gameStateBefore.state, gameStateBefore.appLayout, gameStateBefore.menuItems, gameStateBefore.options)
      gameStateBefore = nil
@/lua/ge/extensions/flowgraph/nodes/ui/missionEndScreen.lua
  if self.open then
    --core_gamestate.setGameState('freeroam', 'freeroam', 'freeroam')
    --guihooks.trigger('MenuHide')
@/lua/ge/extensions/util/screenshotCreator.lua
          if ctrls.uiToggled then
            core_gamestate.setGameState('freeroam', 'freeroam', 'freeroam')
          else
          else
            core_gamestate.setGameState('freeroam', {}, 'freeroam')
          end
@/lua/ge/extensions/gameplay/missions/missionManager.lua
    gameplay_rawPois.clear()
    core_gamestate.setGameState("freeroam","freeroam")
    guihooks.trigger('ChangeState', 'play')
@/lua/ge/extensions/flowgraph/nodes/ui/setUILayout.lua

  self.mgr.modules.ui:setGameState(self.pinIn.gameStateName.value or ("temp_fg_"..self.mgr.id.."_"..self.id),self.pinIn.layout.value or nil, menuState)
  self.mgr.modules.ui:keepGameState(self.pinIn.keepLayout.value)
  -- TEMP FIX: the game overrides the state, so we need to set it again :|
  self.mgr.modules.ui:setGameState(self.pinIn.gameStateName.value or ("temp_fg_"..self.mgr.id.."_"..self.id),self.pinIn.layout.value or nil, menuState)
  -- Updated to use new individual app visibility system
@/lua/ge/extensions/flowgraph/nodes/gameplay/race/raceEndScreen.lua
  if self.open then
    --core_gamestate.setGameState('freeroam', 'freeroam', 'freeroam')
    --guihooks.trigger('MenuHide')
@/lua/ge/extensions/gameplay/discover/discover_037.lua
        server.fadeoutLoadingScreen()
        core_gamestate.setGameState("freeroam","discover", nil)
        server.fadeoutLoadingScreen()
        core_gamestate.setGameState("freeroam","discover", nil)
@/lua/ge/extensions/flowgraph/nodes/ui/vehicleSelector.lua
function C:closeDialogue()
  --core_gamestate.setGameState('freeroam', 'freeroam', 'freeroam')
  guihooks.trigger('MenuHide')
@/lua/ge/extensions/scenario/scenarios.lua
  TransitionToFreeroam()
  core_gamestate.setGameState('freeroam', 'freeroam', 'freeroam')
  guihooks.trigger('MenuHide')

      core_gamestate.setGameState(isMultiseat and "multiseatscenario" or "scenario", scenario.uilayout or 'scenario', isRestricted and 'scenario' or 'freeroam')
@/lua/ge/extensions/gameplay/drift/display.lua
  if not onlyDriftAngle then
    core_gamestate.setGameState('freeroam', ((value and 'driftMission') or 'freeroam'), 'freeroam')
  end
@/lua/ge/main.lua
  --default game state, will get overriden by each mode
  core_gamestate.setGameState('freeroam', 'freeroam', 'freeroam')
  extensions.hook('onClientPostStartMission', levelPath)
@/lua/ge/extensions/career/modules/delivery/general.lua
  dTasklist.clearAll()
  --core_gamestate.setGameState("career", "career")
  extensions.hook("onDeliveryModeStopped")
@/lua/ge/extensions/career/modules/linearTutorial.lua
  career_modules_playerDriving.resetPlayerState()
  --core_gamestate.setGameState('freeroam', 'freeroam', 'freeroam') --  going into freeroam for now, until we unify gamestate across career to be "career"
  core_gamestate.setGameState("career","career", nil)
  --core_gamestate.setGameState('freeroam', 'freeroam', 'freeroam') --  going into freeroam for now, until we unify gamestate across career to be "career"
  core_gamestate.setGameState("career","career", nil)
end
@/lua/ge/extensions/flowgraph/nodes/ui/updatedUI/endScreenWhole.lua
  if self.built then
    --core_gamestate.setGameState('freeroam', 'freeroam', 'freeroam')
    --guihooks.trigger('MenuHide')
@/lua/ge/extensions/flowgraph/nodes/ui/customUiLayout.lua
    if im.Button("Load Stored Layout") then
      core_gamestate.setGameState("temp_fg_"..self:uniqueId(),self.storedLayout)
    end
  if im.Button("Load Freeroam layout") then
    core_gamestate.setGameState("freeroam","freeroam")
  end
@/lua/ge/extensions/career/career.lua
  guihooks.trigger('ClearTasklist')
  core_gamestate.setGameState("career","career", nil)
  extensions.hook("onCareerActive", true, newSave)
    setupCareerActionsAndUnpause()
    core_gamestate.setGameState("career","career", nil)
  end
@/lua/ge/extensions/campaign/exploration.lua
  if shipping_build then
    core_gamestate.setGameState('exploration', 'exploration', 'scenario') --{context = 'campaign'} context doesn't seem to be used anywhere -- todo: find out if missed somewhere -yh
  else
    -- Debug. Only to help development
    core_gamestate.setGameState('exploration', 'scenario', 'freeroam')
  end
    if locationInfo.type == 'site' and (locationInfo.subtype == 'playerHQ' or locationInfo.subtype == 'vendor') then
      core_gamestate.setGameState("scenario", {}, 'freeroam')
      local vehicle = getPlayerVehicle(0)

    core_gamestate.setGameState('scenario', 'scenario', 'freeroam')
    guihooks.trigger('ChangeState', {state = 'menu'})

  core_gamestate.setGameState('scenario', 'scenario', 'freeroam')
  guihooks.trigger('ChangeState', {state = 'menu'})
@/lua/ge/extensions/gameplay/garageMode.lua
    -- Set the gamestate here because it can get overwritten from other places when going from missions into garage mode
    core_gamestate.setGameState('garage', 'garage', 'garage', {isFreeroam = useCurrentLocation})
  end
local function activateGarageMode()
  core_gamestate.setGameState('garage', 'garage', 'garage', {isFreeroam = useCurrentLocation})
  setActive(true)
  -- TODO weird sound here
  core_gamestate.setGameState('freeroam','freeroam','freeroam')
  core_vehicleBridge.executeAction(getPlayerVehicle(0),'setFreeze', false)
@/ui/modules/appedit/appedit.js
    if (UIAppStorage.current.type) { // if updated layout type exists, update game state to keep the app layout active
      bngApi.engineLua('core_gamestate.setGameState(nil, "' + UIAppStorage.current.type + '")')
    }
@/lua/ge/extensions/flowgraph/modules/uiModule.lua

function C:setGameState(...)
  core_gamestate.setGameState(...)
function C:setGameState(...)
  core_gamestate.setGameState(...)
end
  if self.recoverGameStateWhenExecutionStopped and self.gameStateBeginning then
    core_gamestate.setGameState(self.gameStateBeginning.state, self.gameStateBeginning.appLayout, self.gameStateBeginning.menuItems, self.gameStateBeginning.options)
  end
@/lua/ge/extensions/flowgraph/nodes/ui/startScreen.lua
  -- dump("closing dialogue!")
  --core_gamestate.setGameState('freeroam', 'freeroam', 'freeroam')
  --guihooks.trigger('MenuHide')