setWalkingMode
Definition
-- @/lua/ge/extensions/gameplay/walk.lua:131
-- pos and rot are optional
local function setWalkingMode(enabled, pos, rot, force)
if (enabled == active) or ((not atParkingSpeed or not togglingEnabled or (core_replay.getState() == 'playback')) and not force) then
return false, getPlayerUnicycle() and getPlayerUnicycle():getId()
end
if enabled then
if not getPlayerUnicycle() then
extensions.hook("onBeforeWalkingModeToggled", enabled)
getOutOfVehicle(getPlayerVehicle(0), pos, rot)
end
else
if vehicleInFront then
extensions.hook("onBeforeWalkingModeToggled", enabled, vehicleInFront:getId())
getInVehicle(vehicleInFront)
else
extensions.hook("onBeforeWalkingModeToggled", enabled)
setUnicycleInactive(getPlayerUnicycle())
end
end
local playerUnicycle = getPlayerUnicycle()
if enabled then
return playerUnicycle ~= nil, playerUnicycle and playerUnicycle:getId()
else
return not playerUnicycle, playerUnicycle and playerUnicycle:getId()
end
end
Callers
@/lua/ge/extensions/career/modules/quickTravel.lua
if useWalkingMode then
gameplay_walk.setWalkingMode(true)
spawn.safeTeleport(getPlayerVehicle(0), pos)
@/lua/ge/extensions/career/modules/painting.lua
core_vehicleBridge.executeAction(getPlayerVehicle(0),'setFreeze', false)
gameplay_walk.setWalkingMode(true, walkingPositionBefore, quatFromDir(vehPos - walkingPositionBefore))
walkingPositionBefore = nil
@/lua/ge/extensions/career/modules/inspectVehicle.lua
if vehicleInfo.sellerId == career_modules_vehicleShopping.getCurrentSellerId() then
gameplay_walk.setWalkingMode(true)
turnTowardsPos(parkingSpot.pos)
@/lua/ge/extensions/career/modules/testDrive.lua
local finalPos = oobb:getPoint(0) + (dir * 1.3)
gameplay_walk.setWalkingMode(true, finalPos, quatFromDir(-dir, vec3(0,0,1)))
else
@/lua/ge/extensions/flowgraph/nodes/gameplay/toggleWalking.lua
local rot = self.pinIn.rot.value and quat(self.pinIn.rot.value) or nil
local succ, id = gameplay_walk.setWalkingMode(true, pos, rot)
if succ then
if self.pinIn.exitWalking.value then
local succ, id = gameplay_walk.setWalkingMode(false)
self.pinOut.success.value = succ
@/lua/ge/extensions/career/modules/delivery/vehicleTasks.lua
if be:getPlayerVehicleID(0) == taskData.vehId then
_, unicycleId = gameplay_walk.setWalkingMode(true, psPos)
end
if be:getPlayerVehicleID(0) == taskData.vehId then
gameplay_walk.setWalkingMode(true)
end
if be:getPlayerVehicleID(0) == taskData.vehId then
gameplay_walk.setWalkingMode(true)
end
@/lua/ge/extensions/career/modules/insurance/insurance.lua
startRepairVehInfo = {inventoryId = vehInfo.id, repairTime = repairTime}
gameplay_walk.setWalkingMode(true)
return -- This function gets called again after the player left the vehicle
@/lua/ge/extensions/gameplay/walk.lua
if vehicleInFront then
setWalkingMode(false)
end
else
setWalkingMode(true)
end
@/lua/ge/extensions/career/modules/inventory.lua
skipPartConditionsBeforeWalking = true
gameplay_walk.setWalkingMode(true, nil, nil, true)
end
-- vehicle is already spawned. enter it
gameplay_walk.setWalkingMode(false, nil, nil, true)
be:enterVehicle(0, getObjectByID(inventoryIdToVehId[id]))
else
gameplay_walk.setWalkingMode(true)
end
gameplay_walk.setWalkingMode(true)
-- move walking character into position