onVehicleSwitched
Definition
-- @/lua/ge/extensions/core/vehicle/manager.lua:208
local function onVehicleSwitched(oldID, newID, player)
if vehicles[oldID] then
vehicles[oldID].activePlayer = nil
local vehicle = scenetree.findObjectById(oldID)
if not vehicle then return end
vehicle:queueLuaCommand('input.event("clutch", 0, 0)')
end
if vehicles[newID] then
vehicles[newID].activePlayer = player
end
end
Callers
@/lua/ge/extensions/ui/vehicleVicinityApp.lua
local function onVehicleSwitched()
couplerCache = {}
@/lua/ge/extensions/editor/vehicleEditor/liveEditor/veAeroDebug.lua
-- Disable aeroDebug on old vehicle
local function onVehicleSwitched(oldVehicle, newVehicle, player)
local oldVeh = getObjectByID(oldVehicle)
@/lua/ge/extensions/ui/bindingsLegend.lua
if currentVehicleId then
M.onVehicleSwitched(0, currentVehicleId, 0)
end
local function onVehicleSwitched(oldId, newId, player)
if oldId ~= newId then
@/lua/ge/extensions/scenario/busdriver.lua
local function onVehicleSwitched(oldId, newId, player)
log('I', logTag,'onVehicleSwitched called: '..dumps(oldId, newId, player))
@/lua/ge/extensions/gameplay/taxi.lua
local function onVehicleSwitched(oldId, newId)
-- player entered the taxi
@/lua/ge/extensions/ui/uiNavi.lua
local function onVehicleSwitched(oid, nid)
-- we need the tracking information for the ui navigation, so enable it
@/lua/ge/extensions/gameplay/statisticModules/watchRollover.lua
local function onVehicleSwitched(oldid, newid, player)
cancel()
@/lua/ge/extensions/career/modules/insurance/insurance.lua
local function onVehicleSwitched()
setActiveInsurance()
@/lua/ge/extensions/util/richPresence.lua
local function onVehicleSwitched(oldId, newId, player)
-- local currentVehicle = core_vehicles.getCurrentVehicleDetails() --bad perf after lua reload because no cache
@/lua/ge/extensions/gameplay/statistic.lua
local function onVehicleSwitched(oldid, newid, player)
if player==0 then
@/lua/ge/extensions/core/sounds.lua
local function onVehicleSwitched(oldId, newId, player)
if player ~= 0 then return end
@/lua/ge/extensions/gameplay/drift/drift.lua
local function onVehicleSwitched(oldId, newVehId)
@/lua/ge/extensions/core/input/bindings.lua
-- that's why we simply re-read all vehicles' actions, instead of keeping track of which vehicle went away and which didn't
local function onVehicleSwitched(oldId, newId, player)
-- always reload as with the new triggers, trucks can be vastly different depending on the configuration
@/lua/ge/extensions/gameplay/rally.lua
local function onVehicleSwitched(oid, nid, player)
-- log('D', logTag, 'onVehicleSwitched')
@/lua/ge/extensions/editor/materialEditor.lua
local function onVehicleSwitched(oid, nid, player)
--TODO: need more investigation on reload scripts the editor is not yet created, while vehicle is switched
@/lua/ge/extensions/ui/policeInfo.lua
local function onVehicleSwitched(_, id)
if M.enabled then
@/lua/ge/extensions/gameplay/crawl/general.lua
local function onVehicleSwitched(oldId, newId)
if M.activeTrail and not (M.activeTrail.isFromMission) then
@/lua/ge/extensions/editor/suspensionAudioDebug.lua
local function onVehicleSwitched(oldVehicle, newVehicle, player)
beamSounds = {}
@/lua/ge/extensions/career/modules/playerDriving.lua
local function onVehicleSwitched(oldId, newId)
if not career_career.tutorialEnabled and not gameplay_missions_missionManager.getForegroundMissionId() then
@/lua/ge/extensions/freeroam/freeroam.lua
-- Used to fix multipart highlighting when switching vehicles
local function onVehicleSwitched(oldId, newId, player)
extensions.core_vehicle_partmgmt.showHighlightedParts(oldId)
@/lua/ge/extensions/editor/vehicleEditor/liveEditor/veFlexbodyDebug.lua
local function onVehicleSwitched(oldVehicle, newVehicle, player)
switchVehicle(newVehicle)
@/lua/ge/extensions/gameplay/walk.lua
local function onVehicleSwitched(oldId, newId, player)
if player ~= 0 then return end
@/lua/ge/extensions/core/quickAccess.lua
local function onVehicleSwitched()
-- if switchign vehicles while the menu is show, reload it
@/lua/ge/extensions/gameplay/drag/general.lua
local function onVehicleSwitched(oldId, newId)
if gameplayContext == "freeroam" and dragData and dragData.isStarted then
@/lua/ge/extensions/gameplay/police.lua
local function onVehicleSwitched(oldId, newId)
if gameplay_traffic.getState() ~= 'on' then return end
@/lua/ge/extensions/gameplay/statisticModules/watchJturn.lua
local function onVehicleSwitched(oldid, newid, player)
cancel()
@/lua/ge/extensions/gameplay/traffic.lua
local function onVehicleSwitched(oldId, newId)
checkPlayer(newId)
@/lua/ge/extensions/editor/engineAudioDebug.lua
local function onVehicleSwitched(oldVehicle, newVehicle, player)
if editor and editor.isEditorActive and editor.isEditorActive() then
@/lua/ge/extensions/core/input/actions.lua
local function onVehicleSwitched(oldId, newId, player)
table.clear(actionsCache)
@/lua/ge/extensions/editor/scriptAIManager.lua
local function onVehicleSwitched(oldVehicle, newVehicle, player)
findActivePlayerID(newVehicle)
@/lua/ge/extensions/core/cameraModes/collision.lua
function C:onVehicleSwitched()
self:init()
@/lua/ge/extensions/core/vehicles.lua
local function onVehicleSwitched(oldId, newId, player)
-- Track what players are in what vehicles
@/lua/ge/extensions/core/cameraModes/orbit.lua
function C:onVehicleSwitched()
self.collision:onVehicleSwitched()
function C:onVehicleSwitched()
self.collision:onVehicleSwitched()
end
@/lua/ge/extensions/gameplay/backgroundActivities/g2g.lua
local function onVehicleSwitched()
--deactivate()
@/lua/ge/extensions/editor/veMain.lua
local function onVehicleSwitched(oldVehicle, newVehicle, player)
initVehicleData(newVehicle)
@/lua/ge/extensions/editor/vehicleEditor/liveEditor/vePropTransformer.lua
local function onVehicleSwitched(oldVehicle, newVehicle, player)
switchVehicle(newVehicle)
@/lua/ge/extensions/gameplay/forceField.lua
local function onVehicleSwitched()
deactivate()
@/lua/ge/extensions/gameplay/rally/recceApp.lua
-- local function onVehicleSwitched()
-- log('D', 'rally', 'onVehicleSwitched')
@/lua/ge/extensions/flowgraph/nodes/vehicle/onVehicleSwitched.lua
function C:onVehicleSwitched( oid, nid, player)
self.info.oldID = oid
@/lua/ge/extensions/editor/vehicleEditor/liveEditor/vePowerTrain.lua
local function onVehicleSwitched(oldVehicle, newVehicle, player)
if editor and editor.isEditorActive and editor.isEditorActive() then
@/lua/ge/extensions/gameplay/rallyLoop.lua
-- local function onVehicleSwitched(oid, nid, player)
-- log('D', logTag, 'onVehicleSwitched')
@/lua/ge/extensions/freeroam/specialTriggers.lua
local function onVehicleSwitched(oldId, newId) -- temporarily sets the state to false if the new vehicle meets the requirements
if not M.active then return end
@/lua/ge/extensions/core/camera.lua
local function onVehicleSwitched(...)
if not M.getActiveGlobalCameraName() then
@/lua/ge/extensions/core/devices.lua
local function onVehicleSwitched(oldId, newId, player)
if not Device then return end
@/lua/ge/extensions/freeroam/crashCamMode.lua
local function onVehicleSwitched(oldVehId)
if crashCamActive then
@/lua/ge/extensions/core/input/vibrationDebug.lua
local function onVehicleSwitched()
local veh = getPlayerVehicle(0)
@/lua/ge/extensions/core/vehicleMirrors.lua
local function onVehicleSwitched(oldVehId, newVehId)
end