onResetGameplay
Definition
-- @/lua/ge/extensions/freeroam/freeroam.lua:272
local function onResetGameplay(playerID)
if scenario_scenarios and scenario_scenarios.getScenario() then return end
if campaign_campaigns and campaign_campaigns.getCampaign() then return end
--if career_career and career_career.isActive() then return end
if core_recoveryPrompt.isActive() then return end
for _, mgr in ipairs(core_flowgraphManager.getAllManagers()) do
if mgr:blocksOnResetGameplay() then return end
end
be:resetVehicle(playerID)
end
Callers
@/lua/ge/extensions/flowgraph/nodes/ui/endScreen.lua
function C:onResetGameplay()
if self.open and self.data.includeRetryButton then
@/ui/modules/menu/menu.js
// // action: () => {
// // bngApi.engineLua("career_modules_playerDriving.onResetGameplay()");
// // },
@/lua/ge/extensions/flowgraph/nodes/ui/missionEndScreen.lua
function C:onResetGameplay()
if self.open and self.data.includeRetryButton then
@/lua/ge/extensions/flowgraph/nodes/gameplay/race/raceEndScreen.lua
function C:onResetGameplay()
if self.open and self.data.includeRetryButton then
@/lua/ge/extensions/flowgraph/nodes/ui/updatedUI/endScreenBegin.lua
function C:onResetGameplay()
if self.open and self.data.includeRetryButton then
@/lua/ge/extensions/core/recoveryPrompt.lua
local function onResetGameplay(playerID)
if active then
@/lua/ge/extensions/campaign/campaigns.lua
local function onResetGameplay(playerID)
if not getCampaignActive() then return end
@/lua/ge/extensions/flowgraph/nodes/ui/updatedUI/endScreenWhole.lua
function C:onResetGameplay()
if self.open and self.data.includeRetryButton then
@/lua/ge/extensions/flowgraph/nodes/events/controlsReset.lua
function C:onResetGameplay()
self.reset = true
@/lua/ge/extensions/scenario/scenarios.lua
local function onResetGameplay(playerID)
-- log('I', logTag, 'onResetGameplay called....')
@/lua/ge/extensions/util/richPresence.lua
local function onResetGameplay()
if Steam then