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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))