resetDragRace
Definition
-- @/lua/ge/extensions/gameplay/drag/general.lua:365
-- Race management
local function resetDragRace()
if not dragData then
return
end
-- Preserve dragData structure, only reset race-specific flags and racer states
dragData.isStarted = false
dragData.isCompleted = false
-- Only reset racers if they exist (they may have been cleared)
if dragData.racers then
for vehId, racer in pairs(dragData.racers) do
racer.currentPhase = 1
racer.isDesqualified = false
racer.desqualifiedReason = "None"
racer.isFinished = false
racer.treeStarted = false
racer.timersStarted = false
racer.damage = 0
if racer.phases then
for _, phase in ipairs(racer.phases) do
phase.started = false
phase.completed = false
phase.timerOffset = 0
end
end
end
end
extensions.hook("resetDragRaceValues")
end
Callers
@/lua/ge/extensions/gameplay/drag/dragBridge.lua
if not dragData then return false end
gameplay_drag_general.resetDragRace()
return true
@/lua/ge/extensions/gameplay/drag/dragTypes/headsUpDrag.lua
local function resetDragRace()
gameplay_drag_general.resetDragRace()
local function resetDragRace()
gameplay_drag_general.resetDragRace()
@/lua/ge/extensions/gameplay/drag/debug.lua
if im.Button("Reset Drag Race") then
ext.resetDragRace()
end
@/lua/ge/extensions/gameplay/drag/dragTypes/bracketRace.lua
local function resetDragRace()
gameplay_drag_general.resetDragRace()
local function resetDragRace()
gameplay_drag_general.resetDragRace()
@/lua/ge/extensions/flowgraph/nodes/gameplay/dragRace/resetDragRace.lua
if dragData then
resetSuccess = gameplay_drag_dragBridge.resetDragRace()
else
-- Reset bridge state even if no dragData (to allow fresh start)
gameplay_drag_dragBridge.resetDragRace()
end
@/lua/ge/extensions/career/modules/vehiclePerformance.lua
-- put vehicle (or both vehicles) on the drag strip
gameplay_drag_dragBridge.resetDragRace()
-- start activity
@/lua/ge/extensions/gameplay/drag/dragTypes/dragPracticeRace.lua
local function resetDragRace()
if not dragData then return end
gameplay_drag_general.resetDragRace()
gameplay_drag_general.resetDragRace()
hasActivityStarted = false
if not dUtils.isRacerInsideBoundary(racer) then
gameplay_drag_general.resetDragRace()
hasActivityStarted = false
gameplay_drag_general.resetDragRace()
hasActivityStarted = false