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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