executeCommand
Definition
-- @/lua/ge/extensions/core/windowsConsole.lua:10
local function executeCommand(context, cmd)
extensions.hook('onConsoleExecuteCommand', context, cmd)
--log('D', 'winConsole', 'executeCommand: ' .. tostring(context) .. ' - ' .. tostring(cmd))
if context == 'GE-Lua' then
-- executed in c++, it does not reach here
elseif context == 'GE-TorqueScript' then
TorqueScript.eval(cmd)
elseif context == 'CEF/UI - JS' then
be:queueJS(cmd)
else if nameVidMap[context] then
local veh = getObjectByID(nameVidMap[context])
if veh then
veh:queueLuaCommand(cmd)
end
end
end
end
Callers
@/lua/ge/extensions/core/vehicleTriggers.lua
end
return core_input_actions.executeCommand(vdata.inputActions[lnk.inputAction], value, vehicleId)
elseif lnk.namespace == 'common' then
end
return core_input_actions.executeCommand(vdata.inputActions[lnk.inputAction], value, vehicleId)
end
-- old: backward compatibility, using event section
return core_input_actions.executeCommand(lnk.targetEvent, actionValue, vehicleId)
end
@/lua/ge/extensions/ui/bindingsLegend.lua
local activeActions = core_input_actions.getActiveActions()
core_input_actions.executeCommand(activeActions[action], value, be:getPlayerVehicleID(0))
end
@/lua/ge/extensions/core/input/actions.lua
-- returns the executed action count
local function executeCommand(evt, actionValue, vehicleId)
if evt.ctx == nil or evt.ctx == 'vlua' then