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/rally.lua
local function onVehicleActiveChanged(vehicleID, active)
-- log('D', logTag, 'onVehicleActiveChanged')
@/lua/ge/extensions/freeroam/specialTriggers.lua
local function onVehicleActiveChanged(vehId, active)
if not M.active then return end
@/lua/ge/extensions/core/vehicleActivePooling.lua
local function onVehicleActiveChanged(vehId, active)
for _, pool in pairs(pools) do
@/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/parking.lua
local function onVehicleActiveChanged(vehId, active)
if vehPool and parkedVehData[vehId] then
@/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