attemptAbandonMissionWithFade
Definition
-- @/lua/ge/extensions/gameplay/missions/missionManager.lua:959
local function attemptAbandonMissionWithFade(mission, force, abandonButtonPressed)
--dump("attemptAbandonMissionWithFade")
--print(debug.tracesimple())
if not mission then
log("E", logTag, "Couldn't stop mission, mission id not found.")
return true
end
if not mission._isOngoing then
log("E", logTag, "Couldn't stop mission, it's not ongoing: "..dumps(mission.id))
return true
end
if taskData.active then
log("W", logTag, "Attempting to stop mission while there is an active task.")
return
end
mission.restoreStartingInfoSetup = true
-- this mission handles stopping themselves..
if mission:attemptAbandonMission() then
log("I", logTag, "Requesting faded abandon for mission, not force stopping. : "..dumps(mission.id))
return true
end
taskData.data = {mission = mission, data = {}}
if abandonButtonPressed then
taskData.data.data.abandoned = true
end
taskData.type = "stop"
taskData.active = true
taskData.steps = {{
name = "taskStartFadeStep",
processTask = taskStartFadeStep,
timeout = 10
}, {
name = "taskStopMissionStep",
processTask = taskStopMissionStep,
}, {
name = "taskStartRemoveVehicles",
processTask = taskStartRemoveVehicles,
}, {
name = "taskStopRespawnVehicleStep",
processTask = taskStopRespawnVehicleStep,
}, {
name = "taskStopRespawnTrafficStep",
processTask = taskStopRespawnTrafficStep,
}, {
name = "taskStopFadeStep",
processTask = taskStopFadeStep,
timeout = 5
}
}
taskData.currentStep = 1
extensions.hook("onMissionAbandoned", mission)
log("I", logTag, "Delaying abandonment of mission for fade.")
end
Callers
@/lua/ge/extensions/gameplay/missions/missionScreen.lua
if m.id == id then
gameplay_missions_missionManager.attemptAbandonMissionWithFade(m, force, abandonButtonPressed)
return