onVehicleActiveChanged
Definition
-- @/lua/ge/extensions/ui/console.lua:1178
local function refreshCombo()
comboCtxTxt = "GE - Lua\0GE - TorqueScript\0CEF/UI - JS\0"
local vehCount = be:getObjectCount()
vehIds = {}
if vehCount > 0 then
local playerVehicle = getPlayerVehicle(0)
if playerVehicle and playerVehicle:getActive() then
comboCtxTxt = comboCtxTxt.."BeamNG - Current Vehicle "..vehStrInfo(playerVehicle)
vehIds = {be:getPlayerVehicleID(0)}
end
for i=0,vehCount-1 do
local v = be:getObject(i)
if v:getActive() then
table.insert(vehIds, v:getID())
comboCtxTxt = comboCtxTxt.."BeamNG - "..vehStrInfo(v)
end
end
end
comboCtxTxt = comboCtxTxt.."\0"
end
Callers
@/lua/ge/extensions/gameplay/rally.lua
local function onVehicleActiveChanged(vehicleID, active)
-- log('D', logTag, 'onVehicleActiveChanged')
@/lua/ge/extensions/gameplay/parking.lua
local function onVehicleActiveChanged(vehId, active)
if vehPool and parkedVehData[vehId] then
@/lua/ge/extensions/freeroam/specialTriggers.lua
local function onVehicleActiveChanged(vehId, active)
if not M.active then return end
@/lua/ge/extensions/core/vehicleActivePooling.lua
local function onVehicleActiveChanged(vehId, active)
for _, pool in pairs(pools) do
@/lua/ge/extensions/core/trailerRespawn.lua
local function onVehicleActiveChanged(vehId, active)
-- sets the vehicle's trailer visibility state to match the owner
@/lua/ge/extensions/gameplay/traffic.lua
local function onVehicleActiveChanged(vehId, active)
if traffic[vehId] and traffic[vehId].isAi then
@/lua/ge/extensions/gameplay/rallyLoop.lua
-- local function onVehicleActiveChanged(vehicleID, active)
-- log('D', logTag, 'onVehicleActiveChanged')