onScreenFadeState
Definition
-- @/lua/ge/extensions/gameplay/missions/missionManager.lua:737
M.onScreenFadeState = function(state)
if delayedStartFromWithinMission then
if delayedStartFromWithinMission.currMission then
delayedStartFromWithinMission.currMission.restoreStartingInfoSetup = true
M.stop(delayedStartFromWithinMission.currMission, {ignoreFade = true})
delayedStartFromWithinMission.currMission = nil
return
end
end
if not taskData.active or not taskData.steps[taskData.currentStep] or not taskData.steps[taskData.currentStep].waitForFade then
return
end
taskData.steps[taskData.currentStep]["fadeState"..state] = true
end
Callers
@/lua/ge/extensions/flowgraph/nodes/ui/fadeToBlack.lua
function C:onScreenFadeState(state)
if state == 1 then
@/lua/ge/extensions/career/modules/inventory.lua
local callbackAfterFade
local function onScreenFadeState(state)
if callbackAfterFade and state == 1 then
@/lua/ge/extensions/flowgraph/nodes/ui/fadeSequence.lua
function C:onScreenFadeState(state)
if state == 1 then
@/lua/ge/extensions/flowgraph/nodes/ui/fadeFromBlack.lua
function C:onScreenFadeState(state)
if state == 3 then
@/lua/ge/extensions/core/recoveryPrompt.lua
local function onScreenFadeState(state)
-- only proceed if we actually have a recovery request.
@/lua/ge/extensions/ui/vehicleSelector/vehicleOperations.lua
-- Handle fade screen state changes
local function onScreenFadeState(state)
if callbackAfterFade and state == 1 then