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resetAll

Definition


-- @/lua/ge/extensions/gameplay/parking.lua:681

local function resetAll() -- resets everything
  active = false
  sites = nil
  parkingSpotsAmount = 0
  table.clear(parkedVehIds)
  table.clear(parkedVehData)
  table.clear(trackedVehData)
  resetParkingVars()
end

Callers

@/lua/ge/extensions/gameplay/parking.lua
local function onClientEndMission()
  resetAll()
  worldLoaded = false
  local data = {active = active, debugLevel = M.debugLevel, parkedVehIds = deepcopy(parkedVehIds), trackedVehIds = tableKeys(trackedVehData), vars = deepcopy(vars)}
  resetAll()
  return data
@/lua/ge/extensions/flowgraph/nodes/gameplay/groundmarkers.lua
  if self.pinIn.clear.value then
    core_groundMarkers.resetAll()
    self.lastTarget = nil
  if core_groundMarkers then
    core_groundMarkers.resetAll()
  end
@/lua/ge/extensions/gameplay/traffic.lua
    traffic[id]:setRole(traffic[id].autoRole)
    traffic[id]:resetAll()
  end
@/lua/ge/extensions/core/groundMarkers.lua

local function resetAll()
  --cleanup on level exit
local function onClientEndMission()
  resetAll()
end
local function onExtensionUnloaded()
  resetAll()
end

M.onAnyMissionChanged = function(state) if state == "started" or state == "stopped" then M.resetAll() end end
@/lua/ge/extensions/gameplay/traffic/vehicle.lua

  self:resetAll()
  self:applyModelConfigData()

function C:resetAll() -- resets everything
  table.clear(self.collisions)
    self.policeVars = gameplay_police.getPoliceVars()
    self:resetAll()
@/lua/ge/extensions/gameplay/police.lua
    targetVeh.role:resetAction()
    targetVeh:resetAll()
@/lua/ge/extensions/career/modules/playerDriving.lua
  setPlayerData(be:getPlayerVehicleID(0))
  if playerData.traffic then playerData.traffic:resetAll() end
@/lua/ge/extensions/editor/trafficManager.lua

local function resetAll() -- resets the session and deletes the traffic session SimGroup
  resetSession(true)