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getState

Definition


-- @/lua/ge/extensions/gameplay/parking.lua:70

local function getState()
  return active
end

Callers

@/lua/ge/extensions/scenario/busdriver.lua
  end
  if scenario.busdriver.traffic and gameplay_traffic.getState() == "off" then
    local amount = core_settings_settings.getValue('trafficAmount')
@/lua/ge/extensions/editor/camPathEditor.lua
      core_replay.loadFile(path.replay)
      if (core_replay.getState() == 'playback') and not core_replay.isPaused() then
        core_replay.togglePlay()
    -- Path has no replay or replay doesn't exist - stop any current replay
    if core_replay.getState() == 'playback' or core_replay.getLoadedFile() ~= '' then
      core_replay.stop()

  if linkReplay[0] and (core_replay.getState() == 'playback') then
    core_replay.seek(M.currentPath.markers[1].time / core_replay.getTotalSeconds())
    core_replay.seek(M.currentPath.markers[1].time / core_replay.getTotalSeconds())
    if (core_replay.getState() == 'playback') and core_replay.isPaused() then
      core_replay.togglePlay()
  if M.currentPath and path.id == M.currentPath.id then
    local linkedReplay = linkReplay[0] and (core_replay.getState() == 'playback')
    local firstMarker
  end
  if linkReplay[0] and (core_replay.getState() == 'playback') then
    marker.time = core_replay.getPositionSeconds()
          -- Sync replay time if replay is playing
          if core_replay.getState() == 'playback' then
            local totalTime = core_replay.getTotalSeconds()

      if core_replay.getState() == 'playback' then
        if im.IsItemHovered() then
        core_paths.stopCurrentPath()
        if (core_replay.getState() == 'playback') and not core_replay.isPaused() then
          core_replay.togglePlay()
@/lua/vehicle/controller/vehicleController/vehicleController.lua

local function getState()
  local data = {grb_bhv = gearboxHandling.behavior, frzn = isFrozen}
  if controlLogicModule.getState then
    tableMergeRecursive(data, controlLogicModule.getState())
  end
@/lua/vehicle/controller/vehicleController/shiftLogic/dctGearbox.lua

local function getState()
  local data = {grb_mde = automaticHandling.mode}
@/lua/ge/extensions/flowgraph/nodes/gameplay/traffic/signals/instance.lua

    local stateName, stateData = instance:getState()
    self.pinOut.stateName.value = stateName
@/lua/ge/extensions/flowgraph/nodes/vehicle/ai/getAIMode.lua
function C:getCmd()
  return 'obj:queueGameEngineLua("local n = core_flowgraphManager.getManagerGraphNode('..self.mgr.id..', '..self.graph.id..', '..self.id..') if n then n:getAIMode(\'"..ai.getState().mode.."\') end")'
end
@/lua/ge/extensions/freeroam/crashCamMode.lua
    if timeSinceLastCrashCam > crashCamCooldown
      and core_replay.getState() ~= "playback"
      and not commands.isFreeCamera()
@/lua/ge/extensions/editor/gen/decal.lua
    --        input.event("throttle", 2, "FILTER_AI", nil, nil, nil, "ai")
    --        guihooks.trigger("AIStateChange") --, getState())
                lo('?? to_input:'..tostring(cpos)..':'..tostring(veh:getVelocity()))
@/lua/vehicle/controller/vehicleController/shiftLogic/cvtGearbox.lua

local function getState()
  local data = {grb_mde = automaticHandling.mode}
@/lua/ge/extensions/core/trafficSignals.lua
  else
    local stateName, stateData = self:getState()

function SignalInstance:getState() -- returns the state name and data of the signal (signal system must be active)
  return self:getStateAfterTime()

      local stateName, stateData = self:getState()
      signalUpdates[self.name] = stateName
    if not instance._invalid then
      local stateName, stateData = instance:getState()
      local n1, n2 = instance.road.n1, instance.road.n2
          for _, instance in ipairs(instances) do
            if instance:getState() == stateName then
              instance:setLights(stateDef.lights)
@/lua/ge/extensions/gameplay/missions/missionManager.lua

    if gameplay_traffic.getState() == 'on' then
      trafficSetup._prevTraffic, trafficSetup._prevPolice, trafficSetup._prevParking = gameplay_traffic.freezeState() -- stash previous traffic

  if trafficSetup.useTraffic and trafficSetup.usePrevTraffic and gameplay_traffic.getState() == 'on' then -- use existing traffic
    for _, id in ipairs(gameplay_traffic.getTrafficList()) do
  end
  if gameplay_traffic.getState() == 'on' then
    gameplay_traffic.scatterTraffic()
@/lua/ge/extensions/gameplay/speedTraps.lua
          local trafficSignal = core_trafficSignals.getSignalByName(data.trafficSignalId)
          trafficSignalColor = trafficSignal:getState()
          if trafficSignalColor == "redTrafficLight" then
@/lua/ge/extensions/core/environment.lua
-------------------------------------------------------------
local function getState()
  local res = {}
  end
  guihooks.trigger("EnvironmentStateUpdate", getState())
  guihooks.trigger("EnvironmentCanUpdateChanged", environmentChangesEnabled)
  envObjectIdCache = {}
  init_env=getState()
  --init_env.time = init_env.startTime --TOD:onAdd is already doing that
local function sendState()
  guihooks.trigger("EnvironmentStateUpdate", getState())
  guihooks.trigger("EnvironmentCanUpdateChanged", environmentChangesEnabled)
@/lua/ge/extensions/core/replay.lua

local function getState()
  return M.state.state
@/lua/ge/extensions/career/modules/playerDriving.lua
local function setupTraffic(forceSetup)
  if forceSetup or (gameplay_traffic.getState() == "off" and not gameplay_traffic.getTrafficList(true)[1] and playerData.trafficActive == 0) then
    log("I", "career", "Now spawning traffic for career mode")
@/lua/vehicle/controller/vehicleController/shiftLogic/automaticGearbox.lua

local function getState()
  local data = {grb_mde = automaticHandling.mode}
@/ui/modules/apps/AIControl/app.js
        // console.log('AISTATECHANGE EVENT:', data)
        // Same thing as in ai.getState() callback in ctrl._updateAiState() function
        scope.$evalAsync(function () {
      vm._updateAiState = function () {
        bngApi.activeObjectLua('ai.getState()', (response) => {
          // console.log('ai.getState(): ', response)
        bngApi.activeObjectLua('ai.getState()', (response) => {
          // console.log('ai.getState(): ', response)
          $scope.$evalAsync(function () {
      vm._updateMapState = function () {
        bngApi.engineLua('map.getState()', (response) => {
          // console.log('map.getState(): ', response)
        bngApi.engineLua('map.getState()', (response) => {
          // console.log('map.getState(): ', response)
@/lua/ge/extensions/gameplay/police.lua
local function onVehicleSwitched(oldId, newId)
  if gameplay_traffic.getState() ~= 'on' then return end
local function onVehicleResetted(id)
  if gameplay_traffic.getState() ~= 'on' or not next(policeVehs) then return end
  if not M.enabled or not be:getEnabled() then return end
  if gameplay_traffic.getState() ~= 'on' or not next(policeVehs) then
    suspectActive = false
@/lua/vehicle/controller/vehicleController/shiftLogic/cvtGearbox2.lua

local function getState()
  local data = {grb_mde = automaticHandling.mode}
@/lua/vehicle/controller.lua

local function getState()
  local data = {}
    if controller.getState then
      tableMergeRecursive(data, controller.getState())
    end
@/lua/ge/extensions/flowgraph/nodes/gameplay/traffic/getTrafficState.lua
function C:work()
  self.pinOut.state.value = gameplay_traffic.getState()
  for _, s in ipairs(states) do
@/lua/ge/extensions/flowgraph/nodes/gameplay/traffic/pursuitMode.lua
function C:workOnce()
  if gameplay_traffic.getState() == 'on' then
    local vehId = self.pinIn.targetId.value or be:getPlayerVehicleID(0)
  builder:Middle()
  if gameplay_traffic and gameplay_traffic.getState() ~= 'on' then
    im.TextUnformatted('Traffic not active!')
@/lua/ge/map.lua

local function getState()
  for k, v in pairs(M.objectNames) do
@/lua/ge/extensions/flowgraph/modules/missionReplayModule.lua
function C:stopIfRec()
  if core_replay.getState() == "recording" then
    core_replay.toggleMissionRecording()

  if core_replay.getState() == "inactive" and self.replayRecording then
    self.currentReplayFile = core_replay.toggleMissionRecording()
@/lua/ge/extensions/gameplay/walk.lua
local function setWalkingMode(enabled, pos, rot, force)
  if (enabled == active) or ((not atParkingSpeed or not togglingEnabled or (core_replay.getState() == 'playback')) and not force) then
    return false, getPlayerUnicycle() and getPlayerUnicycle():getId()
@/lua/vehicle/controller/vehicleController/shiftLogic/electricMotor.lua

local function getState()
  local data = {grb_mde = automaticHandling.mode}
@/lua/vehicle/controller/vehicleController/shiftLogic/manualGearbox.lua

local function getState()
  local data = {grb_idx = gearbox.gearIndex}
@/lua/ge/extensions/gameplay/traffic.lua

local function getState() -- returns traffic system state
  return state

  if state == 'on' or gameplay_parking.getState() or M.forceFocus then -- always updates focus data while traffic or parking systems are running
    if focus.mode == 'vehicle' then
@/lua/vehicle/controller/vehicleController/shiftLogic/sequentialGearbox.lua

local function getState()
  local data = {grb_idx = gearbox.gearIndex}
@/lua/vehicle/ai.lua

local function getState()
  return M
  if playerInfo.anyPlayerSeated then
    guihooks.trigger("AIStateChange", getState())
  end