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onVehicleActiveChanged

Definition


-- @/lua/ge/extensions/core/windowsConsole.lua:47

local function refreshCombo()
  if not enabled then return end
  consoleClearAvailableContexts()
  consoleAddAvailableContext('GE-Lua')
  local vehCount = be:getObjectCount()
  local playerVid = nil
  if vehCount > 0  then
    local playerVehicle = getPlayerVehicle(0)
    if playerVehicle and playerVehicle:getActive() then
      local name = "Current Vehicle - Lua"
      consoleAddAvailableContext(name)
      playerVid = playerVehicle:getID()
      nameVidMap[name] = playerVid
    end
    for i=0,vehCount-1 do
      local v = be:getObject(i)
      if v:getActive() then
        local vid = v:getID()
        if vid ~= playerVid then
          local name = getNameForVid(vid)
          consoleAddAvailableContext(name)
          nameVidMap[name] = v:getID()
        end
      end
    end
  end
  consoleAddAvailableContext('GE-TorqueScript')
  consoleAddAvailableContext('CEF/UI - JS')
end

Callers

@/lua/ge/extensions/gameplay/parking.lua

local function onVehicleActiveChanged(vehId, active)
  if vehPool and parkedVehData[vehId] then
@/lua/ge/extensions/gameplay/rally.lua

local function onVehicleActiveChanged(vehicleID, active)
  -- log('D', logTag, 'onVehicleActiveChanged')
@/lua/ge/extensions/core/vehicleActivePooling.lua

local function onVehicleActiveChanged(vehId, active)
  for _, pool in pairs(pools) do
@/lua/ge/extensions/freeroam/specialTriggers.lua

local function onVehicleActiveChanged(vehId, active)
  if not M.active then return end
@/lua/ge/extensions/core/trailerRespawn.lua

local function onVehicleActiveChanged(vehId, active)
  -- sets the vehicle's trailer visibility state to match the owner
@/lua/ge/extensions/gameplay/rallyLoop.lua

-- local function onVehicleActiveChanged(vehicleID, active)
  -- log('D', logTag, 'onVehicleActiveChanged')
@/lua/ge/extensions/gameplay/traffic.lua

local function onVehicleActiveChanged(vehId, active)
  if traffic[vehId] and traffic[vehId].isAi then