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getModelList

Definition


-- @/lua/ge/extensions/core/vehicles.lua:969

-- get the list of all available models
local function getModelList(array)
  local models = {}
  for modelName, _ in pairs(getModelsData()) do
    local model = getModel(modelName)
    if array then
      table.insert(models, model.model)
    else
      models[model.model.key] = model.model
    end
  end
  return {models = models, filters = createFilters(models), displayInfo = displayInfo}
end

Callers

@/lua/ge/extensions/tech/techCore.lua

  local models = core_vehicles.getModelList().models
  local configs = core_vehicles.getConfigList().configs
@/lua/ge/extensions/util/precompileVehicles.lua

    local allModels = core_vehicles.getModelList().models
    for model, _ in pairs(allModels) do
@/lua/ge/extensions/core/multiSpawn.lua

  for _, model in pairs(core_vehicles.getModelList().models) do
    local officialModel = isOfficialSource(model)
@/lua/ge/extensions/core/vehicles.lua
local function getVehicleList()
  local models = getModelList(true).models
  local vehicles = {}
@/lua/ge/extensions/editor/missionEditor/conditions.lua
    local mans = {}
    for model, info in pairs(core_vehicles.getModelList().models) do
      if info.Brand then
@/lua/ge/extensions/editor/util/vehicleSelectUtil.lua
  if not self.models then -- refresh models list, using the current vehicle type
    self.models = core_vehicles.getModelList(true).models
    for i = #self.models, 1, -1 do
@/lua/ge/extensions/career/modules/vehicleClassGrouping.lua

  for _, model in pairs(core_vehicles.getModelList().models) do
    local modelType = model.Type or "Unknown"
@/lua/ge/extensions/gameplay/traffic/vehicle.lua
    if key then
      local tempModel = core_vehicles.getModelList().models[key] or {Name = 'Unknown'}
      modelName = tempModel.Brand and string.format('%s %s', tempModel.Brand, tempModel.Name) or tempModel.Name
@/lua/common/extensions/ui/flowgraph/editor.lua
    if im.Button("Load Models and Configs") then
      self.models = core_vehicles.getModelList(true).models
      table.sort(self.models, function(m1, m2)
@/lua/ge/extensions/util/screenshotCreator.lua
  vehList = {}
  local models = core_vehicles.getModelList().models --because
  local modelKeys={}
@/lua/ge/extensions/util/docCreator.lua
  local vehicles = {
    models = extensions.core_vehicles.getModelList(true),
    configs = extensions.core_vehicles.getConfigList(true)
@/lua/ge/extensions/editor/trafficManager.lua
      signSelector = {model = "roadsigns", config = "stop", models = {}}
      local modelKeys = tableKeysSorted(core_vehicles.getModelList().models)
      for _, model in ipairs(modelKeys) do