getAttachedNonTrailer
Definition
-- @/lua/ge/extensions/core/trailerRespawn.lua:95
local function getAttachedNonTrailer(vehId)
-- Check for trailer and prop, because some trailers might actually be props
if getConfigType(vehId) ~= "Trailer" then return vehId end
local previousAttachedVehicleId = getPreviousAttachedVehicleId(vehId)
if previousAttachedVehicleId then
return getAttachedNonTrailer(previousAttachedVehicleId)
end
return false
end
Callers
@/lua/ge/extensions/career/modules/loanerVehicles.lua
local pullingVehicleId = core_trailerRespawn.getAttachedNonTrailer(vehId)
local inventoryId = career_modules_inventory.getInventoryIdFromVehicleId(pullingVehicleId)
@/lua/ge/extensions/career/modules/delivery/vehicleTasks.lua
-- check if coupled to trailer, go forward if so
if core_trailerRespawn.getAttachedNonTrailer(taskData.vehId) == be:getPlayerVehicleID(0) then
taskData.activeTaskIndex = taskData.activeTaskIndex + 1
-- check if uncoupled, go back if so
if activeTask.backOn == "uncouple" and (core_trailerRespawn.getAttachedNonTrailer(taskData.vehId) ~= be:getPlayerVehicleID(0)) then
activeTask.uncoupled = nil
if valid then
if activeTask.forwardOn == "unCouple" and (core_trailerRespawn.getAttachedNonTrailer(taskData.vehId) ~= be:getPlayerVehicleID(0)) then
taskData.activeTaskIndex = taskData.activeTaskIndex + 1
@/lua/ge/extensions/core/trailerRespawn.lua
if previousAttachedVehicleId then
return getAttachedNonTrailer(previousAttachedVehicleId)
end
if getAttachedNonTrailer(objId1) and not checkRedundancy(objId2, objId1) then
log("D", logTag, tostring(objId1).." registered trailer "..tostring(objId2).." node = "..tostring(nodeId).." trailernode = "..tostring(obj2nodeId))