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getPathLevelMain

Definition


-- @/lua/common/utils.lua:1097

path.getPathLevelMain = function(levelName)
  return sanitizePath('/levels/'..levelName..'/main.level.json')
end

Callers

@/lua/ge/extensions/util/precompileVehicles.lua
    log('I', logTag, string.format('Will precompile data for %d vehicles.', #vehicles))
    freeroam_freeroam.startFreeroam(path.getPathLevelMain('smallgrid'))
end
@/lua/ge/extensions/util/stepHandler.lua
        else
          core_levels.startLevel(path.getPathLevelMain(v.levelName))
          foundLevel = true
@/lua/ge/extensions/util/precompileShaders.lua
    else
        core_levels.startLevel(path.getPathLevelMain(v.levelName))
    end
@/lua/ge/extensions/core/levels.lua
    local newSceneTreeEntry = d .. '/main/'
    local oldMainFile = path.getPathLevelMain(l.levelName)
    if FS:directoryExists(newSceneTreeEntry) then
@/lua/ge/extensions/gameplay/missions/missionManager.lua
        else
          level = path.getPathLevelMain(v.levelName)
        end
@/lua/ge/extensions/scenario/scenariosLoader.lua
        -- improve the data a little bit
        scenarioData.mission = path.getPathLevelMain(scenarioData.levelName)
@/lua/ge/extensions/gameplay/garageMode.lua
local levelName = "garage_v2"
local garageLevelPath = path.getPathLevelMain("garage_v2")
local testLevelPath = path.getPathLevelMain("gridmap_v2")
local garageLevelPath = path.getPathLevelMain("garage_v2")
local testLevelPath = path.getPathLevelMain("gridmap_v2")
local ceilingZPos = 108.1
@/lua/ge/extensions/editor/api/core.lua
  local levelName = path.levelFromPath(levelPath)
  setMissionFilename(path.getPathLevelMain(levelName))
  editor.saveLevel()
  local levelName = path.levelFromPath(editor.levelPath)
  setMissionFilename(path.getPathLevelMain(levelName))
  counter = counter + 1
@/lua/ge/extensions/scenario/quickRaceLoader.lua
      end
      newLevel.mission = path.getPathLevelMain(levelName)
@/lua/ge/server/server.lua
    local levelName = path.levelFromPath(levelPath)
    levelPath = path.getPathLevelMain(levelName)
  end
    local levelName = path.levelFromPath(levelPath)
    local json_main = path.getPathLevelMain(levelName)
    if FS:fileExists(json_main) then
@/lua/ge/extensions/career/career.lua
    spawn.preventPlayerSpawning = true
    freeroam_freeroam.startFreeroam(path.getPathLevelMain(levelToLoad), nil, false, nil, function()
      toggleCareerModules(true)
  deactivateCareer(saveCareer)
  freeroam_freeroam.startFreeroam(path.getPathLevelMain(getCurrentLevelIdentifier()))
end
@/lua/ge/extensions/flowgraph/nodes/util/loadLevel.lua

    -- scenarioData.mission = path.getPathLevelMain(scenarioData.levelName)
    if self.state == 1 then
@/lua/ge/extensions/campaign/exploration.lua
  if levelMissionFile ~= loadedMissionFile then
    local levelPath = string.lower(path.getPathLevelMain(levelName))
    state.pendingSpawningData = spawningData
@/lua/ge/main.lua
    if getMissionFilename() == "" then
      freeroam_freeroam.startFreeroam(path.getPathLevelMain("smallgrid"))
      extensions.load('editor_flowgraphEditor')
      editor_flowgraphEditor.requestedEditor = true
      --core_levels.startLevel(path.getPathLevelMain("smallgrid"))
    end
@/lua/ge/extensions/util/saveDynamicData.lua

local testLevel = path.getPathLevelMain("autotest")