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getParkedCarsList

Definition


-- @/lua/ge/extensions/gameplay/parking.lua:420

local function getParkedCarsList()
  return parkedVehIds
end

Callers

@/lua/ge/extensions/gameplay/missions/missionManager.lua
    end
    for _, id in ipairs(gameplay_parking.getParkedCarsList()) do
      taskData.data.mission.setupData.stashedVehicles[id] = nil
@/lua/ge/extensions/career/career.lua
  local safeIds = gameplay_traffic.getTrafficList(true)
  safeIds = arrayConcat(safeIds, gameplay_parking.getParkedCarsList(true))
  for i = be:getObjectCount()-1, 0, -1 do
@/lua/ge/extensions/editor/trafficDebug.lua
  local policeAmount = tableSize(gameplay_police.getPoliceVehicles())
  local parkedAmount = tableSize(gameplay_parking.getParkedCarsList())
    elseif parkingAmountChange[0] < 0 then
      local parkedVehsList = gameplay_parking.getParkedCarsList()
      for i = parkedAmount, parkedAmount + parkingAmountChange[0], -1 do

  for _, id in ipairs(gameplay_parking.getParkedCarsList()) do
    im.PushStyleColor2(im.Col_Text, colors.silver)
@/lua/ge/extensions/flowgraph/nodes/gameplay/traffic/parkingParams.lua
    else
      self.vars.activeAmount = #gameplay_parking.getParkedCarsList() - self.pinIn.poolActiveAmount.value
    end
@/lua/ge/extensions/freeroam/crashCamMode.lua
  local trafficList = gameplay_traffic.getTrafficList()
  local parkedList = gameplay_parking.getParkedCarsList()
  if tableIsEmpty(trafficList) and tableIsEmpty(parkedList) then return end