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enableTracking

Definition


-- @/lua/ge/extensions/gameplay/parking.lua:336

local function enableTracking(vehId, autoDisable) -- enables parking spot tracking for a driving vehicle
  vehId = vehId or be:getPlayerVehicleID(0)
  if not getObjectByID(vehId) then return end

  setState(true)

  trackedVehData[vehId] = {
    isOversized = checkDimensions(vehId),
    autoDisableTracking = autoDisable and true or false,
    inside = false,
    preParked = false,
    parked = false,
    event = "none",
    aheadPos = vec3(),
    focusPos = vec3(),
    maxDist = 80,
    parkingTimer = 0
  }
end

Callers

@/lua/ge/extensions/gameplay/parking.lua
    if parkingSpot.customFields.tags.street then -- enables tracking, so that AI can try to avoid this vehicle
      if not map.objects[vehId] then getObjectByID(vehId):queueLuaCommand("mapmgr.enableTracking()") end
    else -- disables tracking, to optimize performance
  for _, v in ipairs(data.trackedVehIds) do
    enableTracking(v)
  end
@/lua/ge/extensions/scenario/speedGoal.lua
    if not fobjData and vehicle then
      vehicle:queueLuaCommand('mapmgr.enableTracking("'..instance.vehicleName..'")')-- reset vehicle (tricky step to prevent executing setMode and initialition in the same time TODO
      goto continue
@/lua/ge/extensions/flowgraph/modules/vehicleModule.lua
    local setup = function()
      veh:queueLuaCommand('mapmgr.enableTracking()')
      veh:queueLuaCommand('mapmgr.requestMap()')
@/lua/ge/extensions/flowgraph/nodes/gameplay/traffic/parkingTrackVehicle.lua
  if not self.vehData then
    gameplay_parking.enableTracking(self.pinIn.vehId.value)
  end
@/lua/ge/extensions/editor/trafficManager.lua

  veh:queueLuaCommand("mapmgr.enableTracking()") -- always enable tracking for vehicles in the traffic manager
@/lua/vehicle/mapmgr.lua
M.sendTracking = nop
local function enableTracking(name)
  obj:queueGameEngineLua(stringFormat('map.setNameForId(%s, %s)', name and '"'..name..'"' or objectId, objectId))
  if wheels.wheelCount > 0 or (v.data.general and v.data.general.enableTracking) then
    enableTracking()
  end
@/lua/ge/extensions/flowgraph/nodes/mission/knockAwayCheck.lua
        if not mapData then
          getObjectByID(id):queueLuaCommand('mapmgr.enableTracking()')
        end
@/lua/ge/extensions/ui/uiNavi.lua
  --  if veh then
  --    veh:queueLuaCommand("mapmgr.enableTracking()")
  --  end
   -- if veh then
      --veh:queueLuaCommand("mapmgr.enableTracking()")
   -- end
@/lua/ge/extensions/scenario/driftGoal.lua
    if not fobjData and vehicle then
      vehicle:queueLuaCommand('mapmgr.enableTracking("'..instance.vehicleName..'")')-- reset vehicle (tricky step to prevent executing setMode and initialition in the same time TODO
    end
@/lua/ge/extensions/scenario/scenariohelper.lua
local function trackVehicle(vehicleName, trackingName)
  queueLuaCommandByName(vehicleName, 'mapmgr.enableTracking("'..trackingName..'")')
end
@/ui/lib/ext/vue3/vue.global.js
              try {
                  enableTracking();
                  effectStack.push(effect);
  }
  function enableTracking() {
      trackStack.push(shouldTrack);
@/lua/ge/extensions/career/modules/playerDriving.lua
  if not gameplay_walk.isWalking() then
    gameplay_parking.enableTracking(newId)
  end
      if not gameplay_walk.isWalking() then
        gameplay_parking.enableTracking(vehId)
      end
@/lua/vehicle/controller/playerController.lua

  mapmgr.enableTracking()
  obj:setSleepingEnabled(false)