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getNodeLinkCount

Definition


-- @/lua/ge/map.lua:2126

local function getNodeLinkCount(nId)
  if not gp or not gp.graph[nId] then return -1 end
  return tableSize(gp.graph[nId])
end

Callers

@/lua/ge/extensions/gameplay/route/route.lua
      if not self.path[pathLen] or self.path[pathLen].wp ~= pwp then
        table.insert(self.path, {pos = map.getMap().nodes[pwp].pos, wp = pwp, linkCount = map.getNodeLinkCount(pwp)})
      end
    for i, p in ipairs(path) do
      table.insert(self.path, {pos = map.getMap().nodes[p].pos, wp = p, linkCount = map.getNodeLinkCount(p)})
    end
@/lua/ge/extensions/gameplay/route/raceRoute.lua
      if not self.path[pathLen] or self.path[pathLen].wp ~= pwp then
        table.insert(self.path, {pos = map.getMap().nodes[pwp].pos, wp = pwp, linkCount = map.getNodeLinkCount(pwp)})
      end

        -- table.insert(self.path, {pos = map.getMap().nodes[p].pos, wp = p, metadata = {stableId = p}, linkCount = map.getNodeLinkCount(p)})
        table.insert(self.path, {pos = map.getMap().nodes[p].pos, wp = p, linkCount = map.getNodeLinkCount(p)})
        -- table.insert(self.path, {pos = map.getMap().nodes[p].pos, wp = p, metadata = {stableId = p}, linkCount = map.getNodeLinkCount(p)})
        table.insert(self.path, {pos = map.getMap().nodes[p].pos, wp = p, linkCount = map.getNodeLinkCount(p)})
      end
@/lua/ge/extensions/gameplay/traffic.lua
        traffic[id].respawnSpeed = -1 -- this seems to help with attaching trailer
      elseif (map.getNodeLinkCount(spawnData.n2) > 2 and pos:squaredDistance(mapNodes[spawnData.n2].pos) < 400) then -- is near intersection
        traffic[id].respawnSpeed = nil
@/lua/ge/extensions/gameplay/traffic/trafficUtils.lua
      for _, wp in ipairs(path) do
        table.insert(route.path, {pos = map.getMap().nodes[wp].pos, wp = wp, linkCount = map.getNodeLinkCount(wp)}) -- optimized route path creation
      end