getInVehicle
Definition
-- @/lua/ge/extensions/gameplay/walk.lua:88
local function getInVehicle(vehicle)
local unicycle = getPlayerUnicycle()
be:enterVehicle(0, vehicle)
if unicycle then
setUnicycleInactive(unicycle)
end
end
Callers
@/lua/ge/extensions/gameplay/discover/discover_038.lua
gameplay_walk.getInVehicle(vehiclesByInternalName.player)
commands.setGameCamera()
gameplay_walk.getInVehicle(vehiclesByInternalName.player)
commands.setGameCamera()
@/lua/ge/extensions/gameplay/missions/missionManager.lua
if gameplay_walk and gameplay_walk.isWalking() then
gameplay_walk.getInVehicle(veh)
else
spawn.teleportToLastRoad()
gameplay_walk.getInVehicle(step.veh)
commands.setGameCamera()
@/lua/ge/extensions/gameplay/crashTest/scenarioManager.lua
gameplay_walk.getInVehicle(scenetree.findObjectById(currentStepParameters.plVehId))
core_camera.setByName(0, "orbit")
deactivateVehiclesFromOtherStepsFunc(currentStepIndex)
gameplay_walk.getInVehicle(scenetree.findObjectById(currentStepParameters.plVehId))
gameplay_crashTest_crashTestTaskList.onNewCrashTestStep(sanitizedStepsData[currentStepIndex])
@/lua/ge/extensions/flowgraph/nodes/vehicle/enterVehicle.lua
--be:enterVehicle(self.data.playerID or 0, veh)
gameplay_walk.getInVehicle(veh)
--core_camera.setByName(0, 'orbit')
@/lua/ge/extensions/gameplay/walk.lua
extensions.hook("onBeforeWalkingModeToggled", enabled, vehicleInFront:getId())
getInVehicle(vehicleInFront)
else
@/lua/ge/extensions/career/modules/testDrive.lua
local vehObj = getObjectByID(vehicleId)
gameplay_walk.getInVehicle(vehObj)
startPosRot = {pos = vehObj:getPosition(), rot = quat(0,0,1,0) * quat(vehObj:getRefNodeRotation())}
if gameplay_walk.isWalking() then
gameplay_walk.getInVehicle(vehicle) -- hack
end