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')