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,