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toggleActive

Definition


-- @/lua/ge/extensions/gameplay/forceField.lua:36

local function toggleActive()
  if active then
    deactivate()
  else
    activate()
  end
end

Callers

@/lua/ge/extensions/flowgraph/nodes/vehicle/ai/aiParams.lua
        if engine and engine.nitrousOxideInjection and not engine.nitrousOxideInjection.isArmed then
          nc.toggleActive()
        end
        if engine and engine.nitrousOxideInjection and engine.nitrousOxideInjection.isArmed then
          nc.toggleActive()
        end
@/ui/modules/apps/SimplePowertrainControl/app.js
          //  }).on('mousedown', function () {
          //    bngApi.activeObjectLua("controller.getController('nitrousOxideInjection').toggleActive()")
          //  }))
@/lua/vehicle/controller/nitrousOxideInjection.lua

  extensions.ui_simplePowertrainControl.setButton(M.name, "N2O", "powertrain_n2o", color, n2oData.tankRatio, string.format("controller.getController(%q).toggleActive()", M.name))
end

local function toggleActive()
  if electrics.values[armElectricsName] == 0 then
              onSelect = function()
                controller.getController(name).toggleActive()
                return {"reload"}
@/ui/ui-vue/mockdata/inputBindings.js
                "actionMap": "Global",
                "onDown": "editor_veMain.toggleActive()",
                "order": 1,
                "actionMap": "Global",
                "onDown": "editor.toggleActive()",
                "order": 1,
                "actionMap": "Global",
                "onDown": "editor.toggleActive(true)",
                "order": 1,
                "title": "ui.inputActions.gameplay.forceField.title",
                "onDown": "extensions.gameplay_forceField.toggleActive()",
                "order": 46,
                "title": "ui.inputActions.vehicle.toggleNitrousOxide.title",
                "onDown": "for _,v in pairs(controller.getControllersByType('nitrousOxideInjection')) do v.toggleActive() end",
                "order": 34,
@/lua/ge/extensions/gameplay/drag/utils.lua
            if engine and engine.nitrousOxideInjection and not engine.nitrousOxideInjection.isArmed then
              nc.toggleActive()
            end
            if engine and engine.nitrousOxideInjection and engine.nitrousOxideInjection.isArmed then
              nc.toggleActive()
            end
            if engine and engine.nitrousOxideInjection and engine.nitrousOxideInjection.isArmed then
              nc.toggleActive()
            end
@/lua/ge/extensions/gameplay/backgroundActivities/g2g.lua

local function toggleActive()
  if active then
@/inspector/Base/SearchUtilities.js

        function toggleActive() {
            button.classList.toggle("active", Object.values(settings).some((setting) => !!setting.value));
        settings.regularExpression.addEventListener(WI.Setting.Event.Changed, toggleActive);
        toggleActive();
@/lua/ge/extensions/editor/veMain.lua

local function toggleActive()
  if not vEditor.editorActive then
@/lua/ge/extensions/editor/mainMenu.lua
    if imgui.MenuItem1("Exit Editor", "F11", imgui_false, imgui_true) then
      editor.toggleActive()
    end
@/lua/ge/extensions/freeroam/dragRace.lua
    if engine and engine.nitrousOxideInjection and not engine.nitrousOxideInjection.isArmed then
      nc.toggleActive()
    end
    if engine and engine.nitrousOxideInjection and engine.nitrousOxideInjection.isArmed then
      nc.toggleActive()
    end
@/lua/ge/extensions/editor/main.lua

local function toggleActive(safeMode)
  setEditorActive(not M.active, safeMode)
@/lua/ge/extensions/editor/flowgraphEditor.lua
    if not editor.active then
      editor.toggleActive()
    end