getVehicleInFront
Definition
-- @/lua/ge/extensions/gameplay/walk.lua:292
local function getVehicleInFront()
return vehicleInFront
end
Callers
@/lua/ge/extensions/flowgraph/nodes/gameplay/canEnterFromWalking.lua
function C:work(args)
self.pinOut.canEnter.value = gameplay_walk.isWalking() and gameplay_walk.getVehicleInFront() and gameplay_walk.isAtParkingSpeed()
self.pinOut.closeButNotStopped.value = gameplay_walk.isWalking() and gameplay_walk.getVehicleInFront() and not gameplay_walk.isAtParkingSpeed()
self.pinOut.canEnter.value = gameplay_walk.isWalking() and gameplay_walk.getVehicleInFront() and gameplay_walk.isAtParkingSpeed()
self.pinOut.closeButNotStopped.value = gameplay_walk.isWalking() and gameplay_walk.getVehicleInFront() and not gameplay_walk.isAtParkingSpeed()
self.pinOut.vehId.value = gameplay_walk.getVehicleInFront() and gameplay_walk.getVehicleInFront():getID() or nil
self.pinOut.closeButNotStopped.value = gameplay_walk.isWalking() and gameplay_walk.getVehicleInFront() and not gameplay_walk.isAtParkingSpeed()
self.pinOut.vehId.value = gameplay_walk.getVehicleInFront() and gameplay_walk.getVehicleInFront():getID() or nil
end
self.pinOut.closeButNotStopped.value = gameplay_walk.isWalking() and gameplay_walk.getVehicleInFront() and not gameplay_walk.isAtParkingSpeed()
self.pinOut.vehId.value = gameplay_walk.getVehicleInFront() and gameplay_walk.getVehicleInFront():getID() or nil
end
if gameplay_walk then
editor.uiIconImage(editor.icons.simobject_bng_vehicle, im.ImVec2(40, 40), (gameplay_walk.isWalking() and gameplay_walk.getVehicleInFront() and gameplay_walk.isAtParkingSpeed()) and im.ImVec4(0.3,1,0.3,1) or im.ImVec4(1,1,1,0.3))
end
@/lua/ge/extensions/core/quickAccess.lua
if gameplay_walk.isTogglingEnabled() and not core_input_actionFilter.isActionBlocked("toggleWalkingMode") then
local vehicleInFront = gameplay_walk.getVehicleInFront()
local title = gameplay_walk.isWalking() and
@/lua/ge/extensions/core/recoveryPrompt.lua
end
local vehInFront = gameplay_walk.getVehicleInFront()
if vehInFront then