evadeVehicle
Definition
-- @/lua/ge/extensions/gameplay/police.lua:360
local function evadeVehicle(id, showMessages) -- instantly sets a vehicle as evaded
local veh = gameplay_traffic.getTrafficData()[id]
if not veh then return end
if showMessages then
if be:getPlayerVehicleID(0) == id then
ui_message('ui.traffic.policeEvade', 5, 'traffic', 'traffic')
elseif be:getPlayerVehicleID(0) == veh.role.targetId or policeVehs[be:getPlayerVehicleID(0)] then
ui_message('ui.traffic.suspectEvade', 5, 'traffic', 'traffic')
end
end
suspectActive = false
if veh.isAi then
suspectTimerDelay = suspectTimerDelay + 60 -- extends the timed delay for the next suspect; perhaps this should be reconsidered
end
extensions.hook('onPursuitAction', id, 'evade', veh.pursuit)
local tempIds = {}
for pid, p in pairs(policeVehs) do
if p.role.targetId == id then
table.insert(tempIds, pid)
end
end
setPursuitMode(0, id, tempIds)
end
Callers
@/lua/ge/extensions/career/modules/playerDriving.lua
log("I", "career", "Ending pursuit early due to conflict")
gameplay_police.evadeVehicle(be:getPlayerVehicleID(0), true)
playerData.pursuitStuckTimer = 0
@/lua/ge/extensions/gameplay/police.lua
if pursuit.timers.evade >= vars.evadeTime then
evadeVehicle(id, gameplay_traffic.showMessages)
end
@/lua/ge/extensions/gameplay/traffic/roles/suspect.lua
if gameplay_traffic.showMessages and be:getPlayerVehicleID(0) == self.targetId then
gameplay_police.evadeVehicle(self.veh.id, true)
end