onVehicleActiveChanged
Definition
-- @/lua/ge/extensions/gameplay/traffic.lua:584
local function onVehicleActiveChanged(vehId, active)
if traffic[vehId] and traffic[vehId].isAi then
if not active then
traffic[vehId]._teleport = true
traffic[vehId].alpha = 0
getObjectByID(vehId):setMeshAlpha(0, '')
else
if traffic[vehId]._teleport then -- force teleport if flag exists
if gameplay_traffic_trafficUtils.checkSpawnPoint(traffic[vehId].pos) then -- if current position is safe, then no teleport needed
traffic[vehId]:onRefresh()
else
forceTeleport(vehId, nil, nil, traffic[vehId]._teleportDist)
end
end
end
end
end
Callers
@/lua/ge/extensions/gameplay/rally.lua
local function onVehicleActiveChanged(vehicleID, active)
-- log('D', logTag, 'onVehicleActiveChanged')
@/lua/ge/extensions/gameplay/parking.lua
local function onVehicleActiveChanged(vehId, active)
if vehPool and parkedVehData[vehId] 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/core/trailerRespawn.lua
local function onVehicleActiveChanged(vehId, active)
-- sets the vehicle's trailer visibility state to match the owner
@/lua/ge/extensions/gameplay/rallyLoop.lua
-- local function onVehicleActiveChanged(vehicleID, active)
-- log('D', logTag, 'onVehicleActiveChanged')