getTrailById
Definition
-- @/lua/ge/extensions/gameplay/crawl/saveSystem.lua:557
-- Getter functions with lazy loading
M.getTrailById = function(trailId)
if not trailId then
log('E', logTag, 'No trail ID provided')
return nil
end
return loadFromFile(trailId, "trail")
end
Callers
@/lua/ge/extensions/gameplay/crawl/general.lua
local function getBigMapTpPosRot(poi, veh)
local trail = gameplay_crawl_saveSystem.getTrailById(poi.data.trailId)
if trail and trail.startingPositionId then
if elem.type == "crawl" then
local trail = gameplay_crawl_saveSystem.getTrailById(elem.trailId)
if data.type == "crawl" then
local trail = gameplay_crawl_saveSystem.getTrailById(data.trailId)
if trail then
@/gameplay/missionTypes/crawl/constructor.lua
local gameplay_crawl_saveSystem = require('ge/extensions/gameplay/crawl/saveSystem')
local trail = gameplay_crawl_saveSystem.getTrailById(self.fgVariables.trailFile)
@/lua/ge/extensions/editor/crawlEditor.lua
for _, filePath in ipairs(trailFiles) do
local trail = gameplay_crawl_saveSystem.getTrailById(filePath)
if trail then
if FS:fileExists(trailFile) then
local trail = gameplay_crawl_saveSystem.getTrailById(trailFile)
if trail then
@/lua/ge/extensions/gameplay/crawl/crawlFlowgraphBridge.lua
local trail = gameplay_crawl_saveSystem.getTrailById(trailId)
if not trail then
if trailId then
trail = gameplay_crawl_saveSystem.getTrailById(trailId)
elseif bridgeState.activeTrail then
@/lua/ge/extensions/gameplay/crawl/flowgraphBridge.lua
local trail = gameplay_crawl_saveSystem.getTrailById(trailId)
if not trail then
if trailId then
trail = gameplay_crawl_saveSystem.getTrailById(trailId)
elseif gameplay_crawl_general.activeTrail then
@/lua/ge/extensions/gameplay/crawl/saveSystem.lua
for i, trailId in ipairs(data.trails or {}) do
local trail = M.getTrailById(trailId)
if trail then
for _, filePath in ipairs(trailFiles) do
local trail = M.getTrailById(filePath)
if trail then