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reload

Definition


-- @/lua/common/extensions.lua:901

-- reload from disk, enforce cache clear
local function reload(extPath)
  unload(extPath)
  loadExt(extPath)
end

Callers

@/lua/vehicle/ai.lua

  -- after a reload (cntr-R) vehicle should be left with handbrake engaged if mode is disabled
  -- preserve initial state of vehicle controls (handbrake engaged) if current mode and new mode are both 'disabled'
@/lua/ge/extensions/editor/rallyEditor.lua

        if rallyManager:reload() then
          rallyToolbox:setRallyManager(rallyManager)
      -- if im.Button("Refresh") then
      --   currentPath:reload()
      -- end
@/ui/lib/ext/angular/angular.js
  window.name = 'NG_ENABLE_DEBUG_INFO!' + window.name;
  window.location.reload();
}
@/lua/ge/extensions/editor/aiTests.lua
      for k, v in pairs(vehicles) do
        getObjectByID(k):reload()
      end
@/lua/ge/extensions/editor/materialEditor.lua
  currentMaterial:flush()
  currentMaterial:reload()
end
@/ui/modules/apps/RallyRecce/app.js
      function refreshRecceApp() {
        bngApi.engineLua('if extensions.isExtensionLoaded("gameplay_rally") then gameplay_rally.recceApp.reload() end')
        $scope.loadedMission = null
@/lua/common/extensions.lua
M.reloadModule =  function(modulePath)
                     log("W", logTag, "reloadModule(modulePath) is deprecated. Please switch to reload(modulePath)")
                     reload( modulePath )
                     log("W", logTag, "reloadModule(modulePath) is deprecated. Please switch to reload(modulePath)")
                     reload( modulePath )
                   end
@/lua/ge/extensions/editor/api/material.lua
    material:flush()
    material:reload()
    return true
@/lua/ge/extensions/editor/buildingEditor.lua

local function reload(mode, soft)
		UU.lo('?? bE.reload:'..tostring(mode)..':'..tostring(soft),true)
	if UU._MODE == 'conf' then
		W.reload('conf')
		editor.showWindow('LAT')
	if im.IsKeyPressed(im.GetKeyIndex(im.Key_X)) and editor.keyModifiers.ctrl then
		reload()
	end
				lo('?? bE_RELOAD:')
			reload()
		end
--		if true then return end
	reload('conf')
	W.reload('conf')
	reload('conf')
	W.reload('conf')
	editor.showWindow('LAT')
		end
--		reload()
	end
		editor.showWindow('BAT')
--		reload(true)
	end)
@/lua/ge/extensions/editor/gen/ui.lua

local function reload()
	if editor and editor.unregisterWindow then
end
reload()
--print('=??????????????????? in_UI:')
@/lua/ge/extensions/core/quickAccess.lua
  saveDynamicSlotSettings()
  M.reload()
end

local function reload()
  if currentLevel then show(currentLevel) end
  elseif actionResult[1] == 'reload' then
    reload()
  elseif actionResult[1] == 'goto' then
  if uiVisible and currentLevel then
    reload()
  end
@/lua/ge/main.lua

-- Also called on reload (Control-L)
function init(reason)
@/lua/ge/extensions/trackbuilder/trackBuilder.lua
  materialSettings.materials.center[materialSettings.selectedMaterial[0]+1]:flush()
  materialSettings.materials.center[materialSettings.selectedMaterial[0]+1]:reload()
  materialSettings.materials.border[materialSettings.selectedMaterial[0]+1]:flush()
  materialSettings.materials.border[materialSettings.selectedMaterial[0]+1]:flush()
  materialSettings.materials.border[materialSettings.selectedMaterial[0]+1]:reload()
  updateMaterialFields()
  materialSettings.materials.center[materialSettings.selectedMaterial[0]+1]:flush()
  materialSettings.materials.center[materialSettings.selectedMaterial[0]+1]:reload()
  materialSettings.materials.border[materialSettings.selectedMaterial[0]+1]:flush()
  materialSettings.materials.border[materialSettings.selectedMaterial[0]+1]:flush()
  materialSettings.materials.border[materialSettings.selectedMaterial[0]+1]:reload()
  updateMaterialFields()
  materialSettings.materials.center[materialSettings.selectedMaterial[0]+1]:flush()
  materialSettings.materials.center[materialSettings.selectedMaterial[0]+1]:reload()
  materialSettings.materials.border[materialSettings.selectedMaterial[0]+1]:flush()
  materialSettings.materials.border[materialSettings.selectedMaterial[0]+1]:flush()
  materialSettings.materials.border[materialSettings.selectedMaterial[0]+1]:reload()
  updateMaterialFields()
  materialSettings.materials.center[materialSettings.selectedMaterial[0]+1]:flush()
  materialSettings.materials.center[materialSettings.selectedMaterial[0]+1]:reload()
  materialSettings.materials.border[materialSettings.selectedMaterial[0]+1]:flush()
  materialSettings.materials.border[materialSettings.selectedMaterial[0]+1]:flush()
  materialSettings.materials.border[materialSettings.selectedMaterial[0]+1]:reload()
  materialSettings.groundModelHasChanged = true
  materialSettings.materials.center[materialSettings.selectedMaterial[0]+1]:flush()
  materialSettings.materials.center[materialSettings.selectedMaterial[0]+1]:reload()
  materialSettings.materials.border[materialSettings.selectedMaterial[0]+1]:flush()
  materialSettings.materials.border[materialSettings.selectedMaterial[0]+1]:flush()
  materialSettings.materials.border[materialSettings.selectedMaterial[0]+1]:reload()
  updateMaterialFields()
@/lua/ge/extensions/editor/gen/world.lua

local function reload(mode)
	lo('>> world.reload:'..#apack..':'..tostring(scope))
end
reload()
W.reload = reload
--					defmat:flush()
--				    defmat:reload()
--						local materials = Sim.getMaterialSet()
@/lua/ge/extensions/editor/gen/mesh.lua

local function reload()
	unrequire(apack[1])
end
reload()
    mat:flush()
    mat:reload()
end
@/lua/ge/extensions/editor/particleEditor.lua
  updateDatablockList()
  emitter:reload()
  selectEmitter(emitter)
  updateDatablockList()
  emitter:reload()
  selectEmitter(emitter)
  emitter:setField("particles", "", particles)
  emitter:reload()
  selectParticle(scenetree.findObject(string.match(emitter:getField("particles", ""), '(%S+)')))
  selectParticle(particle)
  emitter:reload()
  updateDatablockList()
  end
  emitter:reload()
end
  end
  emitter:reload()
end
    editor.setDataBlockDirty(currentEmitter)
    currentEmitter:reload()
    updateDatablockList()
    editor.setDataBlockDirty(currentParticle)
    currentParticle:reload()
    updateDatablockList()
@/ui/lib/ext/vue3/vue.global.js
  }
  function reload(id, newComp) {
      const record = map.get(id);
              // root instance mounted via createApp() has a reload method
              instance.appContext.reload();
          }
              // root instance inside tree created via raw render(). Force reload.
              window.location.reload();
          }
@/lua/ge/extensions/gameplay/rally/loop/rallyLoopManager.lua
  -- Load the mission data to calculate distance/time
  local success = tempRallyManager:reload()
@/inspector/Base/Main.js
                updateActivatedState();
                PageAgent.reload();
            });
                updateActivatedState();
                PageAgent.reload();
            });

    PageAgent.reload();
};
@/lua/ge/extensions/gameplay/rally/notebook/path.lua

function C:reload()
  if not self.fname then return end
@/lua/ge/extensions/util/trackBuilder/materialUtil.lua
  materialObjects.center[letter]:flush()
  materialObjects.center[letter]:reload()
  materialObjects.border[letter]:flush()
  materialObjects.border[letter]:flush()
  materialObjects.border[letter]:reload()
@/lua/ge/extensions/editor/shapeEditor.lua
  end
  mat:reload()
end
  -- highlightMaterial:flush()
  -- highlightMaterial:reload()
end
@/ui/entrypoints/main/main.js
      vm.reloadUI = function () {
        window.location.reload()
      }
@/lua/ge/extensions/gameplay/rally/rallyManager.lua

function C:reload()
  log('I', logTag, 'RallyManager reload')
@/lua/ge/extensions/editor/gen/test.lua
--        if true then return end
	E.reload('conf')
	W.reload('conf')
	E.reload('conf')
	W.reload('conf')
	editor.showWindow('LAT')
@/lua/ge/extensions/gameplay/rally/tools/rallyToolbox.lua
      -- rm:setDrivelineMode(self.drivelineMode)
      if not rm:reload() then
        log('E', logTag, 'failed to reload RallyManager')
  --         -- rm:setDrivelineMode(self.drivelineMode)
  --         if not rm:reload() then
  --           log('E', logTag, 'failed to reload RallyManager')
@/lua/ge/client/postFx/chromaticLens.lua
--   exec( "./chromaticLens.cs" );
--   ChromaticLensPostFX.reload();
--   ChromaticLensPostFX.disable();
@/lua/ge/extensions/flowgraph/nodes/vehicle/beamstate/reload.lua
  end
  veh:reload()
end
@/lua/ge/extensions/editor/rallyEditor/drivelineTab.lua

  if not tempRallyManager:reload() then
    log('W', logTag, 'Could not reload rally manager')
@/lua/ge/extensions/gameplay/rally/recceApp.lua
    if rm then
      if not rm:reload() then
        log('E', logTag, 'moveVehicleToPacenoteV2 failed, failed to reload rally manager')

local function reload(rallyExt)
  if gameplay_rally and gameplay_rally.getDebugLogging() then log('D', logTag, 'reload') end
@/lua/ge/extensions/editor/gen/exp_meshexplorer.lua
    mat:flush()
    mat:reload()
end
        mat:flush()
        mat:reload()
    else
        omat:flush()
        omat:reload()
            lo('?? mat_on:'..tostring(env.ui['lod_up'])..':'..#amesh)
@/lua/ge/extensions/editor/rallyEditor/pacenotes.lua
--   local rallyManager = RallyManager(missionDir, missionId)
--   if not rallyManager:reload() then
--     log('E', logTag, 'RallyManager reload failed for snaproad setup')

  if not rallyManager:reload() then
    log('E', logTag, 'RallyManager reload failed for elevation profile generation')
@/lua/vehicle/extensions/perfectLaunch.lua

  extensions.reload("straightLine")
  straightLine.onInit()
@/lua/ge/extensions/gameplay/rally.lua
  -- end
  if not rallyManager:reload() then
    log('E', logTag, 'failed to load RallyManager')
@/lua/ge/client/postFx/dof.lua
   exec( "./dof.cs" );
   DOFPostEffect.reload();
   DOFPostEffect.disable();