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getInVehicle

Definition


-- @/lua/ge/extensions/gameplay/walk.lua:88

local function getInVehicle(vehicle)
  local unicycle = getPlayerUnicycle()
  be:enterVehicle(0, vehicle)
  if unicycle then
    setUnicycleInactive(unicycle)
  end
end

Callers

@/lua/ge/extensions/gameplay/crashTest/scenarioManager.lua

  gameplay_walk.getInVehicle(scenetree.findObjectById(currentStepParameters.plVehId))
  core_camera.setByName(0, "orbit")
  deactivateVehiclesFromOtherStepsFunc(currentStepIndex)
  gameplay_walk.getInVehicle(scenetree.findObjectById(currentStepParameters.plVehId))
  gameplay_crashTest_crashTestTaskList.onNewCrashTestStep(sanitizedStepsData[currentStepIndex])
@/lua/ge/extensions/gameplay/missions/missionManager.lua
        if gameplay_walk and gameplay_walk.isWalking() then
          gameplay_walk.getInVehicle(veh)
        else
    spawn.teleportToLastRoad()
    gameplay_walk.getInVehicle(step.veh)
    commands.setGameCamera()
@/lua/ge/extensions/gameplay/walk.lua
      extensions.hook("onBeforeWalkingModeToggled", enabled, vehicleInFront:getId())
      getInVehicle(vehicleInFront)
    else
@/lua/ge/extensions/flowgraph/nodes/vehicle/enterVehicle.lua
    --be:enterVehicle(self.data.playerID or 0, veh)
    gameplay_walk.getInVehicle(veh)
    --core_camera.setByName(0, 'orbit')
@/lua/ge/extensions/career/modules/testDrive.lua
  local vehObj = getObjectByID(vehicleId)
  gameplay_walk.getInVehicle(vehObj)
  startPosRot = {pos = vehObj:getPosition(), rot = quat(0,0,1,0) * quat(vehObj:getRefNodeRotation())}
      if gameplay_walk.isWalking() then
        gameplay_walk.getInVehicle(vehicle) -- hack
      end
@/lua/ge/extensions/gameplay/discover/discover_038.lua

        gameplay_walk.getInVehicle(vehiclesByInternalName.player)
        commands.setGameCamera()

        gameplay_walk.getInVehicle(vehiclesByInternalName.player)
        commands.setGameCamera()