stopCrawl
Definition
-- @/lua/ge/extensions/gameplay/crawl/utils.lua:682
local function stopCrawl(force)
local shouldClear = true
if not force then
for crawlerId, state in pairs(crawlStates) do
if state and state.active and state.isFromMission then
shouldClear = false
break
end
end
end
-- Stop lap times tracking
if core_lapTimes and shouldClear then
core_lapTimes.onRaceStop()
end
if shouldClear then
gameplay_crawl_display.clearPointsMessage()
if gameplay_crawl_boundary and gameplay_crawl_boundary.clearAllExitPoints then
gameplay_crawl_boundary.clearAllExitPoints()
end
clear(force)
end
end
Callers
@/lua/ge/extensions/gameplay/crawl/crawlFlowgraphBridge.lua
gameplay_crawl_utils.stopCrawl()
gameplay_crawl_utils.stopCrawl()
if bridgeState.isActive then
M.stopCrawl()
end
@/lua/ge/extensions/gameplay/crawl/general.lua
if M.activeTrail then
gameplay_crawl_utils.stopCrawl(true)
crawlersData = {}
if M.activeTrail then
gameplay_crawl_utils.stopCrawl(true)
crawlersData = {}
@/lua/ge/extensions/gameplay/crawl/flowgraphBridge.lua
if gameplay_crawl_general.activeTrail then
gameplay_crawl_utils.stopCrawl(true)
end
gameplay_crawl_utils.stopCrawl(true)
return true
if gameplay_crawl_general.activeTrail then
M.stopCrawl()
end
@/lua/ge/extensions/flowgraph/nodes/gameplay/crawl/stopCrawl.lua
function C:work()
if self.bridge.stopCrawl() then
self.pinOut.success.value = true
@/lua/ge/extensions/gameplay/crawl/utils.lua
if not state.isFromMission then
stopCrawl(true)
end
if elapsed >= completionDelay and not state.isFromMission then
stopCrawl()
end