isActionBlocked
Definition
-- @/lua/ge/extensions/core/input/actionFilter.lua:111
local function isActionBlocked(actionName)
for filter, actions in pairs(blockedActions) do
if actions[actionName] then
return true
end
end
end
Callers
@/lua/ge/extensions/ui/apps/minimap/vehicles.lua
local parking = gameplay_parking.getParkedCarsData()
local canSwitch = not core_input_actionFilter.isActionBlocked("switch_next_vehicle") and not core_input_actionFilter.isActionBlocked("switch_previous_vehicle")
for otherVId, otherVeh in activeVehiclesIterator(vehIteratorCtx) do
local parking = gameplay_parking.getParkedCarsData()
local canSwitch = not core_input_actionFilter.isActionBlocked("switch_next_vehicle") and not core_input_actionFilter.isActionBlocked("switch_previous_vehicle")
for otherVId, otherVeh in activeVehiclesIterator(vehIteratorCtx) do
@/lua/ge/extensions/core/vehicles.lua
if be:getObjectCount() > 1 and not core_input_actionFilter.isActionBlocked("switch_next_vehicle") then
if vehicle:getField('JBeam','0') ~= "unicycle" then
@/lua/ge/extensions/core/quickAccess.lua
addEntry({ level = '/root/sandbox/other/', generator = function(entries)
if getPlayerVehicle(0) and not core_input_actionFilter.isActionBlocked("reload_vehicle") then
table.insert(entries, {
if not core_input_actionFilter.isActionBlocked("photomode") then
table.insert(entries, {
if not core_input_actionFilter.isActionBlocked("loadHome") then
table.insert(entries, {
end
if not core_input_actionFilter.isActionBlocked("recover_to_last_road") then
table.insert(entries, {
end
if not core_input_actionFilter.isActionBlocked("reload_vehicle") then
table.insert(entries, {
end
if not core_input_actionFilter.isActionBlocked("reset_all_physics") then
table.insert(entries, {
end
if not core_input_actionFilter.isActionBlocked("recover_to_last_road") then
table.insert(entries, {
end
if not core_input_actionFilter.isActionBlocked("saveHome") then
table.insert(entries, {
addEntry({ level = '/root/sandbox/vehicles/', generator = function(entries)
if not core_input_actionFilter.isActionBlocked("vehicle_selector") then
local e = { title = 'ui.radialmenu2.Manage.Select', icon = 'vehicleFeatures01', startSlot = 1, folder = true, uniqueID = 'vehicle_selector',
end
if not core_input_actionFilter.isActionBlocked("parts_selector") then
local e = { title = 'ui.radialmenu2.Manage.Partsconfig', icon = 'engine', startSlot = 2, folder = true, uniqueID = 'partsconfig',
if not core_input_actionFilter.isActionBlocked("switch_next_vehicle") then
addEntry({ level = '/root/sandbox/vehicles/switch_vehicles/', icon = 'cars', generator = function(entries)
if be:getObjectCount() == 0 or core_input_actionFilter.isActionBlocked("switch_next_vehicle") then return end
local vid = be:getPlayerVehicleID(0) or -1 -- matches all
addEntry({ level = "/root/sandbox/ai/", generator = function(entries)
if not core_input_actionFilter.isActionBlocked("toggleAITraffic") and getPlayerVehicle(0) then
table.insert(
addEntry({ level = '/root/sandbox/traffic/', generator = function(entries)
if not core_input_actionFilter.isActionBlocked("toggleTraffic") then
table.insert(entries, { title = 'ui.radialmenu2.traffic.stop', desc = "ui.radialmenu2.traffic.stop.desc", priority = 61, icon = 'pause',
addEntry({ level = '/root/playerVehicle/helperSystems/', generator = function(entries)
if getPlayerVehicle(0) and not core_input_actionFilter.isActionBlocked("switch_camera_next") then
local desc = ""
-- Add vehicle entry/exit action
if gameplay_walk.isTogglingEnabled() and not core_input_actionFilter.isActionBlocked("toggleWalkingMode") then
local vehicleInFront = gameplay_walk.getVehicleInFront()
local function tryAction(action)
if core_input_actionFilter.isActionBlocked(action) then
log("D", "quickAccess", "try Action: " .. action .. " - blocked")
@/lua/ge/extensions/ui/bindingsLegend.lua
local actionInfo = activeActions[binding.action]
if actionInfo and actionInfo.cat == "vehicle_specific" and not core_input_actionFilter.isActionBlocked(binding.action) then
-- Get the title from the action definition
if not modifierCategories[actionInfo.cat] and not actionsToAlwaysShow[actionName] then return true end
return core_input_actionFilter.isActionBlocked(actionName)
end
local action = uiData.actions[i]
if core_input_actionFilter.isActionBlocked(action.action) then
table.remove(uiData.actions, i)
@/lua/ge/extensions/core/funstuff.lua
core_quickAccess.addEntry({ level = '/root/sandbox/funStuff/destruction/', generator = function(entries)
if not core_input_actionFilter.isActionBlocked("funBreak") then
table.insert(entries, {
end
if not core_input_actionFilter.isActionBlocked("funHinges") then
table.insert(entries, {
end
if not core_input_actionFilter.isActionBlocked("funTires") then
table.insert(entries, {
end
if not core_input_actionFilter.isActionBlocked("funFire") then
table.insert(entries, {
end
if not core_input_actionFilter.isActionBlocked("funExtinguish") then
table.insert(entries, {
end
if not core_input_actionFilter.isActionBlocked("funBoom") then
table.insert(entries, {
core_quickAccess.addEntry({ level = '/root/sandbox/funStuff/forces/', generator = function(entries)
if not core_input_actionFilter.isActionBlocked("forceField") then
local e = {
end
if not core_input_actionFilter.isActionBlocked("funFling") then
table.insert(entries, {
end
if not core_input_actionFilter.isActionBlocked("funFlingDownward") then
table.insert(entries, {
end
if not core_input_actionFilter.isActionBlocked("funBoost") then
table.insert(entries, {
end
if not core_input_actionFilter.isActionBlocked("funBoostBackwards") then
table.insert(entries, {
core_quickAccess.addEntry({ level = '/root/sandbox/funStuff/other/', generator = function(entries)
if not core_input_actionFilter.isActionBlocked("latchesOpen") then
table.insert(entries, {
end
if not core_input_actionFilter.isActionBlocked("latchesClose") then
table.insert(entries, {
if not core_input_actionFilter.isActionBlocked("parts_selector") then
table.insert(entries, {
end
if not core_input_actionFilter.isActionBlocked("vehicle_selector") then
table.insert(entries, {
end
if not core_input_actionFilter.isActionBlocked("toggleBigMap") then
table.insert(entries, {