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