requestList
Definition
-- @/lua/ge/extensions/core/vehicles.lua:1034
-- get the list of all available vehicles for ui
local function notifyUI()
if p then
p:add("CEF response to guihook")
else
if profilerEnabled then p = LuaProfiler("Vehicle Selector menu WITHOUT profiling the first CEF stages (because the menu was triggered programmatically, not through binding)") end
if p then p:start() end
end
local modelList, configList = {}, {}
for modelName, _ in pairs(getModelsData()) do
if p then p:add("model begin") end
local model = getModel(modelName)
if p then p:add("model get") end
table.insert(modelList, model.model)
if p then p:add("model insert") end
for _, config in pairs(model.configs or {}) do
table.insert(configList, config)
end
if p then p:add("model configs") end
end
if career_career.isActive() and gameplay_garageMode.getGarageMenuState() == "myCars" then
local vehicles = career_modules_inventory.getVehicles()
configList = {}
for id, vehicle in pairs(vehicles) do
-- configList
local configInfo = {}
configInfo.Name = id .. " - " .. (vehicle.niceName or vehicle.model)
configInfo.model_key = vehicle.model
configInfo.preview = "/vehicles/" .. vehicle.model .. "/default.jpg"
configInfo.is_default_config = true
configInfo.key = nil
configInfo.aggregates = {Source = {
["Career"] = true
},
Type = {
Car = true
}}
configInfo.Source = "Career"
configInfo.spawnFunction = "career_modules_inventory.enterVehicle(" .. id .. ")"
table.insert(configList, configInfo)
end
end
guihooks.trigger('sendVehicleList', {models = modelList, configs = configList, filters = createFilters(modelList), displayInfo = displayInfo})
if p then p:add("CEF request") end
end
Callers
@/ui/modules/vehicleselect/vehicleselect.js
bngApi.engineLua('core_vehicles.requestList()')
return d.promise