GE Lua Documentation

Press F to search!

onVehicleSwitched

Definition


-- @/lua/ge/extensions/gameplay/crawl/general.lua:370

local function onVehicleSwitched(oldId, newId)
  if M.activeTrail and not (M.activeTrail.isFromMission) then
    clear(true)
  end
end

Callers

@/lua/ge/extensions/freeroam/freeroam.lua
-- Used to fix multipart highlighting when switching vehicles
local function onVehicleSwitched(oldId, newId, player)
  extensions.core_vehicle_partmgmt.showHighlightedParts(oldId)
@/lua/ge/extensions/career/modules/insurance/insurance.lua

local function onVehicleSwitched()
  setActiveInsurance()
@/lua/ge/extensions/scenario/busdriver.lua

local function onVehicleSwitched(oldId, newId, player)
  log('I', logTag,'onVehicleSwitched called: '..dumps(oldId, newId, player))
@/lua/ge/extensions/core/devices.lua

local function onVehicleSwitched(oldId, newId, player)
  if not Device then return end
@/lua/ge/extensions/core/sounds.lua

local function onVehicleSwitched(oldId, newId, player)
  if player ~= 0 then return end
@/lua/ge/extensions/editor/vehicleEditor/liveEditor/vePowerTrain.lua

local function onVehicleSwitched(oldVehicle, newVehicle, player)
  if editor and editor.isEditorActive and editor.isEditorActive() then
@/lua/ge/extensions/gameplay/rally.lua

local function onVehicleSwitched(oid, nid, player)
  -- log('D', logTag, 'onVehicleSwitched')
@/lua/ge/extensions/ui/policeInfo.lua

local function onVehicleSwitched(_, id)
  if M.enabled then
@/lua/ge/extensions/gameplay/statisticModules/watchJturn.lua

local function onVehicleSwitched(oldid, newid, player)
  cancel()
@/lua/ge/extensions/gameplay/drag/general.lua

local function onVehicleSwitched(oldId, newId)
  if gameplayContext == "freeroam" and dragData and dragData.isStarted then
@/lua/ge/extensions/gameplay/rallyLoop.lua

-- local function onVehicleSwitched(oid, nid, player)
  -- log('D', logTag, 'onVehicleSwitched')
@/lua/ge/extensions/editor/vehicleEditor/liveEditor/veFlexbodyDebug.lua

local function onVehicleSwitched(oldVehicle, newVehicle, player)
  switchVehicle(newVehicle)
@/lua/ge/extensions/core/camera.lua

local function onVehicleSwitched(...)
  if not M.getActiveGlobalCameraName() then
@/lua/ge/extensions/core/quickAccess.lua

local function onVehicleSwitched()
  -- if switchign vehicles while the menu is show, reload it
@/lua/ge/extensions/core/vehicleMirrors.lua

local function onVehicleSwitched(oldVehId, newVehId)
end
@/lua/ge/extensions/util/richPresence.lua

local function onVehicleSwitched(oldId, newId, player)
  -- local currentVehicle = core_vehicles.getCurrentVehicleDetails() --bad perf after lua reload because no cache
@/lua/ge/extensions/editor/vehicleEditor/liveEditor/vePropTransformer.lua

local function onVehicleSwitched(oldVehicle, newVehicle, player)
  switchVehicle(newVehicle)
@/lua/ge/extensions/gameplay/traffic.lua

local function onVehicleSwitched(oldId, newId)
  checkPlayer(newId)
@/lua/ge/extensions/freeroam/specialTriggers.lua

local function onVehicleSwitched(oldId, newId) -- temporarily sets the state to false if the new vehicle meets the requirements
  if not M.active then return end
@/lua/ge/extensions/ui/vehicleVicinityApp.lua

local function onVehicleSwitched()
  couplerCache = {}
@/lua/ge/extensions/core/vehicles.lua

local function onVehicleSwitched(oldId, newId, player)
  -- Track what players are in what vehicles
@/lua/ge/extensions/core/cameraModes/orbit.lua

function C:onVehicleSwitched()
  self.collision:onVehicleSwitched()
function C:onVehicleSwitched()
  self.collision:onVehicleSwitched()
end
@/lua/ge/extensions/core/vehicle/manager.lua

local function onVehicleSwitched(oldID, newID, player)
  if vehicles[oldID] then
@/lua/ge/extensions/gameplay/drift/drift.lua

local function onVehicleSwitched(oldId, newVehId)
@/lua/ge/extensions/editor/vehicleEditor/liveEditor/veAeroDebug.lua
-- Disable aeroDebug on old vehicle
local function onVehicleSwitched(oldVehicle, newVehicle, player)
  local oldVeh = getObjectByID(oldVehicle)
@/lua/ge/extensions/gameplay/walk.lua

local function onVehicleSwitched(oldId, newId, player)
  if player ~= 0 then return end
@/lua/ge/extensions/editor/materialEditor.lua

local function onVehicleSwitched(oid, nid, player)
  --TODO: need more investigation on reload scripts the editor is not yet created, while vehicle is switched
@/lua/ge/extensions/career/modules/playerDriving.lua

local function onVehicleSwitched(oldId, newId)
  if not career_career.tutorialEnabled and not gameplay_missions_missionManager.getForegroundMissionId() then
@/lua/ge/extensions/freeroam/crashCamMode.lua

local function onVehicleSwitched(oldVehId)
  if crashCamActive then
@/lua/ge/extensions/ui/bindingsLegend.lua
      if currentVehicleId then
        M.onVehicleSwitched(0, currentVehicleId, 0)
      end

local function onVehicleSwitched(oldId, newId, player)
  if oldId ~= newId then
@/lua/ge/extensions/gameplay/backgroundActivities/g2g.lua

local function onVehicleSwitched()
  --deactivate()
@/lua/ge/extensions/core/cameraModes/collision.lua

function C:onVehicleSwitched()
  self:init()
@/lua/ge/extensions/core/input/vibrationDebug.lua

local function onVehicleSwitched()
  local veh = getPlayerVehicle(0)
@/lua/ge/extensions/flowgraph/nodes/vehicle/onVehicleSwitched.lua

function C:onVehicleSwitched( oid, nid, player)
  self.info.oldID = oid
@/lua/ge/extensions/gameplay/rally/recceApp.lua

-- local function onVehicleSwitched()
--   log('D', 'rally', 'onVehicleSwitched')
@/lua/ge/extensions/gameplay/statisticModules/watchRollover.lua

local function onVehicleSwitched(oldid, newid, player)
  cancel()
@/lua/ge/extensions/gameplay/statistic.lua

local function onVehicleSwitched(oldid, newid, player)
  if player==0 then
@/lua/ge/extensions/editor/veMain.lua

local function onVehicleSwitched(oldVehicle, newVehicle, player)
  initVehicleData(newVehicle)
@/lua/ge/extensions/core/input/actions.lua

local function onVehicleSwitched(oldId, newId, player)
  table.clear(actionsCache)
@/lua/ge/extensions/core/input/bindings.lua
-- that's why we simply re-read all vehicles' actions, instead of keeping track of which vehicle went away and which didn't
local function onVehicleSwitched(oldId, newId, player)
  -- always reload as with the new triggers, trucks can be vastly different depending on the configuration
@/lua/ge/extensions/gameplay/taxi.lua

local function onVehicleSwitched(oldId, newId)
  -- player entered the taxi
@/lua/ge/extensions/gameplay/forceField.lua

local function onVehicleSwitched()
  deactivate()
@/lua/ge/extensions/gameplay/police.lua

local function onVehicleSwitched(oldId, newId)
  if gameplay_traffic.getState() ~= 'on' then return end
@/lua/ge/extensions/editor/suspensionAudioDebug.lua

local function onVehicleSwitched(oldVehicle, newVehicle, player)
  beamSounds = {}
@/lua/ge/extensions/ui/uiNavi.lua

local function onVehicleSwitched(oid, nid)
  -- we need the tracking information for the ui navigation, so enable it
@/lua/ge/extensions/editor/scriptAIManager.lua

local function onVehicleSwitched(oldVehicle, newVehicle, player)
  findActivePlayerID(newVehicle)
@/lua/ge/extensions/editor/engineAudioDebug.lua

local function onVehicleSwitched(oldVehicle, newVehicle, player)
  if editor and editor.isEditorActive and editor.isEditorActive() then