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onActionEvent

Definition


-- @/lua/ge/extensions/core/vehicleTriggers.lua:569
-- typically executed by the input actions "triggerAction0" 1 and 2
local function onActionEvent(actionNumber, inputValue)
  --print(debug.tracesimple())
  -- dump{'triggers.onActionEvent', actionNumber, inputValue}
  if not isEnabled() then return end
  if inputValue == 0 and currentlyUsedTrigger then
    currentTriggerHit = currentlyUsedTrigger
    currentlyUsedTrigger = nil
  else
    currentTriggerHit = be:triggerRaycastClosest(maxTriggerDistance, M.state.cursorVisible)
  end
  if not currentTriggerHit then return end

  local vData = extensions.core_vehicle_manager.getVehicleData(currentTriggerHit.v)
  if vData and vData.vdata and type(vData.vdata.triggers) == 'table' then
    local trigger = vData.vdata.triggers[currentTriggerHit.t]
    if trigger then
      --print(inputValue)
      triggerEvent('action' .. tostring(actionNumber), inputValue, currentTriggerHit.t, currentTriggerHit.v, vData.vdata)
      if inputValue ~= 0 then
        currentlyUsedTrigger = currentTriggerHit
      end
    end
  end
end

Callers

@/ui/ui-vue/mockdata/inputBindings.js
                "cat": "gameplay",
                "onChange": "extensions.core_vehicleTriggers.onActionEvent(0, VALUE)",
                "title": "Use vehicle trigger (action 1)",
                "cat": "gameplay",
                "onChange": "extensions.core_vehicleTriggers.onActionEvent(1, VALUE)",
                "title": "Use vehicle trigger (action 2)",
                "cat": "gameplay",
                "onChange": "extensions.core_vehicleTriggers.onActionEvent(2, VALUE)",
                "title": "Use vehicle trigger (action 3)",