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)",