onVehicleActiveChanged
Definition
-- @/lua/ge/extensions/gameplay/parking.lua:710
local function onVehicleActiveChanged(vehId, active)
if vehPool and parkedVehData[vehId] then
if not active then
parkedVehData[vehId]._teleport = true
else
if parkedVehData[vehId]._teleport then -- force teleport if flag exists
for _, otherVeh in ipairs(getAllVehicles()) do
local otherId = otherVeh:getId()
if otherVeh:getActive() and not parkedVehData[otherId] then
local radius = otherVeh:isPlayerControlled() and 100 or 20
if otherVeh:getPosition():squaredDistance(getObjectByID(vehId):getPosition()) < square(radius) then
forceTeleport(vehId, nil, 100)
break
end
end
end
end
end
end
end
Callers
@/lua/ge/extensions/gameplay/traffic.lua
local function onVehicleActiveChanged(vehId, active)
if traffic[vehId] and traffic[vehId].isAi then
@/lua/ge/extensions/core/vehicleActivePooling.lua
local function onVehicleActiveChanged(vehId, active)
for _, pool in pairs(pools) do
@/lua/ge/extensions/freeroam/specialTriggers.lua
local function onVehicleActiveChanged(vehId, active)
if not M.active then return end
@/lua/ge/extensions/gameplay/rally.lua
local function onVehicleActiveChanged(vehicleID, active)
-- log('D', logTag, 'onVehicleActiveChanged')
@/lua/ge/extensions/gameplay/rallyLoop.lua
-- local function onVehicleActiveChanged(vehicleID, active)
-- log('D', logTag, 'onVehicleActiveChanged')
@/lua/ge/extensions/core/trailerRespawn.lua
local function onVehicleActiveChanged(vehId, active)
-- sets the vehicle's trailer visibility state to match the owner