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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