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enterNextVehicle

Definition


-- @/lua/ge/extensions/core/multiseat.lua:109

local function enterNextVehicle(player, step)
  step = step or 0
  local curVehicle = getPlayerVehicle(player)
  local curId = curVehicle and curVehicle:getID()
  local vehicles = getActiveVehicles()
  if player ~= 0 then
    table.insert(vehicles, false) -- allow multiseat players/controllers to not be assigned any vehicle, aka 'false'
  end
  local curIndex = #vehicles
  for index,vehicle in ipairs(vehicles) do
    local id = vehicle and vehicle:getID()
    if curId == id then
      curIndex = index
      break
    end
  end
  local nextIndex = (curIndex) % #vehicles + 1
  local nextVehicle = vehicles[nextIndex]
  if nextVehicle then
    be:enterVehicle(player, nextVehicle)
  else
    be:exitVehicle(player)
  end
end

Callers

@/lua/ge/extensions/core/quickAccess.lua
        onSelect = function()
          be:enterNextVehicle(0, 1)
          return {'reload'}
@/lua/ge/extensions/core/vehicles.lua
    local player = 0
    be:enterNextVehicle(player, 0) -- enter any vehicle
  end
@/lua/ge/extensions/core/input/vehicleSwitching.lua
  if be then
    be:enterNextVehicle(player, dir)
    extensions.hook('trackNewVeh')
@/ui/ui-vue/mockdata/inputBindings.js
                "title": "ui.inputActions.gameplay.switch_next_vehicle_multiseat.title",
                "onDown": "extensions.core_multiseat.enterNextVehicle(PLAYER, 1) extensions.hook('trackNewVeh')",
                "order": 11.1,