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loadSites

Definition


-- @/lua/ge/extensions/gameplay/city.lua:97

local function loadSites(file)
  if not file then -- load default sites of map
    if sites then return end -- current site already exists

    local dir, filename, ext = path.split(getMissionFilename())
    if dir then
      file = dir.."city.sites.json"
    end
  end

  if not file or not FS:fileExists(file) then return end

  sites = gameplay_sites_sitesManager.loadSites(file)
end

Callers

@/lua/ge/extensions/freeroam/facilities.lua
  if type(facility.sitesFile) == "string" then
    table.insert(sites, gameplay_sites_sitesManager.loadSites(facility.sitesFile))
  else
    for _, sitesFile in ipairs(facility.sitesFile) do
      table.insert(sites, gameplay_sites_sitesManager.loadSites(sitesFile))
    end
  if type(facility.sitesFile) == "string" then
    table.insert(sites, gameplay_sites_sitesManager.loadSites(facility.sitesFile))
  else
    for _, sitesFile in ipairs(facility.sitesFile) do
      table.insert(sites, gameplay_sites_sitesManager.loadSites(sitesFile))
    end
@/lua/ge/extensions/flowgraph/nodes/gameplay/sites/fileSites.lua

    local sites = gameplay_sites_sitesManager.loadSites(file, true, true)
    sites:finalizeSites()
@/lua/ge/extensions/gameplay/missions/missionTypes/editorHelper.lua
          editor_sitesEditor.show()
          editor_sitesEditor.loadSites(e.foundFile)
        end
      editor_sitesEditor.show()
      editor_sitesEditor.loadSites(ffi.string(e.ac))
    end
@/lua/ge/extensions/editor/sitesEditor.lua

local function loadSites(loadPath)
  local sites = extensions.gameplay_sites_sitesManager.loadSites(loadPath)
local function loadSites(loadPath)
  local sites = extensions.gameplay_sites_sitesManager.loadSites(loadPath)
  if sites then
        if im.MenuItem1("Load...") then
          editor_fileDialog.openFile(function(data) currentSites = loadSites(data.filepath) end, {{"Sites Files",".sites.json"}}, false, previousFilepath)
        end
          if im.MenuItem1(siteName) then
            currentSites = extensions.gameplay_sites_sitesManager.loadSites(site)
            for _, window in ipairs(windows) do
@/lua/ge/extensions/gameplay/city.lua

  sites = gameplay_sites_sitesManager.loadSites(file)
end
local function onClientStartMission(levelPath)
  loadSites()
end
@/lua/ge/extensions/editor/util/editorElementHelper.lua
          editor_sitesEditor.show()
          editor_sitesEditor.loadSites(e.foundFile)
        end
      editor_sitesEditor.show()
      editor_sitesEditor.loadSites(ffi.string(e.ac))
    end
@/lua/ge/extensions/gameplay/drift/bounds.lua

  sites = gameplay_sites_sitesManager.loadSites(filePath, true, true)
  sites:finalizeSites()
@/lua/ge/extensions/editor/driftDataEditor.lua
        if currDriftSpots[selectedDriftSpotId].bounds then
          editor_sitesEditor.loadSites(currDriftSpots[selectedDriftSpotId].bounds)
        end
@/lua/ge/extensions/career/modules/delivery/generator.lua
      if type(fac.sitesFile) == "string" then
        table.insert(sites, gameplay_sites_sitesManager.loadSites(fac.sitesFile))
      else
        for _, sitesFile in ipairs(fac.sitesFile) do
          table.insert(sites, gameplay_sites_sitesManager.loadSites(sitesFile))
        end
@/lua/ge/extensions/gameplay/crashTest/crashTestBoundaries.lua

  sites = gameplay_sites_sitesManager.loadSites(params.filePath, true, true)
  if not sites then return end
@/lua/ge/extensions/editor/util/zoneSelectorUtil.lua

  local sites = sitesManager.loadSites(sitesFile, false, true)
  if not sites or not sites.zones then
@/lua/ge/extensions/gameplay/missions/poiTest.lua
local function onGetRawPoiListForLevel(levelIdentifier, elements)
  for _, ps in ipairs(gameplay_sites_sitesManager.loadSites("gameplay/parkingSpotTests.sites.json").parkingSpots.sorted) do
    local id = string.format("Test-PS-%d", ps.id)
@/lua/ge/extensions/gameplay/parking.lua

local function loadSites() -- loads sites data containing parking spots
  -- by default, the file "city.sites.json" in the root folder of the current level will be used
  if not gameplay_city then return end
  gameplay_city.loadSites()
  sites = gameplay_city.getSites()
    if FS:fileExists(data) then
      sites = gameplay_sites_sitesManager.loadSites(data)
    end
    if not sites then
      loadSites()
    end
  if not sites then
    loadSites()
  end
  if not sites then
    loadSites()
  end