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onVehicleResetted

Definition


-- @/lua/ge/extensions/gameplay/drift/freeroam/driftSpots.lua:390

local function onVehicleResetted(id)
  if id == gameplay_drift_drift.getVehId() then
    improperEnd(improperEndReasons.vehReset)
  end
end

Callers

@/lua/ge/extensions/core/camera.lua

local function onVehicleResetted(vid, ...)
  local vdata = getVehicleData()[vid]
@/lua/ge/extensions/editor/trafficManager.lua

local function onVehicleResetted(vehId) -- whenever a vehicle gets resetted, reset its stats
  if not session then return end
@/lua/ge/extensions/freeroam/crashCamMode.lua

local function onVehicleResetted(vehId)
  if be:getPlayerVehicleID(0) == vehId then
@/lua/ge/extensions/gameplay/drift/general.lua

local function onVehicleResetted(vid)
  if vid == be:getPlayerVehicleID(0) then
@/lua/ge/extensions/gameplay/statistic.lua

local function onVehicleResetted(vid)
  if currentPlayerVehicleId==vid then metricAdd("vehicle/reset",1) end
@/lua/ge/extensions/gameplay/statisticModules/watchJturn.lua

local function onVehicleResetted(vid)
  if myvid==vid then cancel() end
@/lua/ge/extensions/gameplay/rally/tools/devTools.lua

function C:onVehicleResetted()
  -- self:loadRoute()
  -- self:loadRoute()
  -- self.drivelineRoute:onVehicleResetted()
end
@/lua/ge/extensions/gameplay/traffic/vehicle.lua

function C:onVehicleResetted() -- triggers whenever vehicle resets (automatically or manually)
  if self.role.flags.freeze then
@/lua/ge/extensions/freeroam/dragRace.lua

local function onVehicleResetted(vid)
@/lua/ge/extensions/editor/rallyEditor.lua

local function onVehicleResetted()
  if devTools and devToolsWindowOpen[0] then
  if devTools and devToolsWindowOpen[0] then
    devTools:onVehicleResetted()
  end
@/lua/ge/extensions/gameplay/rally/rallyManager.lua

function C:onVehicleResetted()
  if gameplay_rally and gameplay_rally.getDebugLogging() then log('D', logTag, 'onVehicleResetted') end
@/lua/ge/extensions/core/vehicles.lua
-- TODO: Trailer respawn code is currently active, uncomment this when it's disabled
-- local function onVehicleResetted(vid)
--   if M.resetVehCollectionEnabled then
@/lua/ge/extensions/core/hotlapping.lua

local function onVehicleResetted(id)
  if raceData and started and id == be:getPlayerVehicleID(0) and getPlayerVehicle(0):getPosition():squaredDistance(pathData.pathnodes.objects[pathData.startNode].pos) <= 6400 then -- player resetted near start node
@/lua/ge/extensions/core/trailerRespawn.lua
-- TODO: Remove this when trailer respawn is disabled
local function onVehicleResetted(vehId)
  if trailerReg[vehId] then
@/lua/ge/extensions/gameplay/rally.lua

local function onVehicleResetted(vehicleID)
  if debugLogging then log('D', logTag, '>>> gameplay_rally VEHICLE RESET ENTRYPOINT <<<') end
  if rallyManager then
    rallyManager:onVehicleResetted()
  end
@/lua/ge/extensions/gameplay/drag/general.lua
-- Vehicle event hooks
local function onVehicleResetted(vehicleId)
  if be:getPlayerVehicleID(0) == vehicleId then
@/lua/ge/extensions/gameplay/rallyLoop.lua

-- local function onVehicleResetted(vehicleID)
-- end
@/lua/ge/extensions/editor/vehicleEditor/liveEditor/veAdjustableTechCarTuner.lua

local function onVehicleResetted(vid)
  initFlag = false
@/lua/ge/extensions/flowgraph/modules/vehicleModule.lua

function C:onVehicleResetted(id)
  if self.mgr.activity and self.mgr.activity.onVehicleReset then
@/lua/ge/extensions/gameplay/traffic.lua

local function onVehicleResetted(id)
  checkPlayer(id)
  if traffic[id] then
    traffic[id]:onVehicleResetted()
  end
@/lua/ge/extensions/flowgraph/nodes/vehicle/onVehicleReset.lua

function C:onVehicleResetted(id)
  if self.pinIn.vehId.value then
@/lua/ge/extensions/gameplay/statisticModules/watchRollover.lua

local function onVehicleResetted(vid)
  if myvid==vid then cancel() end
@/lua/ge/extensions/gameplay/police.lua

local function onVehicleResetted(id)
  if gameplay_traffic.getState() ~= 'on' or not next(policeVehs) then return end