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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