resetAll
Definition
-- @/lua/ge/extensions/core/groundMarkers.lua:320
local function resetAll()
--cleanup on level exit
setPath(nil)
decals = {}
M.cutOffDrivability = nil
M.penaltyAboveCutoff = nil
M.penaltyBelowCutoff = nil
M.renderDecals = nil
core_groundMarkerArrows.clearArrows()
end
Callers
@/lua/ge/extensions/flowgraph/nodes/gameplay/groundmarkers.lua
if self.pinIn.clear.value then
core_groundMarkers.resetAll()
self.lastTarget = nil
if core_groundMarkers then
core_groundMarkers.resetAll()
end
@/lua/ge/extensions/gameplay/parking.lua
local function resetAll() -- resets everything
active = false
local function onClientEndMission()
resetAll()
worldLoaded = false
local data = {active = active, debugLevel = M.debugLevel, parkedVehIds = deepcopy(parkedVehIds), trackedVehIds = tableKeys(trackedVehData), vars = deepcopy(vars)}
resetAll()
return data
@/lua/ge/extensions/gameplay/police.lua
targetVeh.role:resetAction()
targetVeh:resetAll()
@/lua/ge/extensions/core/groundMarkers.lua
local function onClientEndMission()
resetAll()
end
local function onExtensionUnloaded()
resetAll()
end
M.onAnyMissionChanged = function(state) if state == "started" or state == "stopped" then M.resetAll() end end
@/lua/ge/extensions/gameplay/traffic.lua
traffic[id]:setRole(traffic[id].autoRole)
traffic[id]:resetAll()
end
@/lua/ge/extensions/editor/trafficManager.lua
local function resetAll() -- resets the session and deletes the traffic session SimGroup
resetSession(true)
@/lua/ge/extensions/gameplay/traffic/vehicle.lua
self:resetAll()
self:applyModelConfigData()
function C:resetAll() -- resets everything
table.clear(self.collisions)
self.policeVars = gameplay_police.getPoliceVars()
self:resetAll()
@/lua/ge/extensions/career/modules/playerDriving.lua
setPlayerData(be:getPlayerVehicleID(0))
if playerData.traffic then playerData.traffic:resetAll() end