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closeDialogue

Definition


-- @/lua/ge/extensions/ui/missionInfo.lua:65

M.closeDialogue = function()
  local am = scenetree.findObject("MissionUIActionMap")
  if am then am:pop() end
  M.buttonsTable = nil
  guihooks.trigger('MissionInfoUpdate', nil)
  guihooks.trigger('ActivityAcceptClose', nil)

  local oldState = M.openState
  M.openState = "closed"
  extensions.hook('onMissionInfoChangedState', oldState, M.openState)
end

Callers

@/lua/ge/extensions/flowgraph/nodes/ui/updatedUI/startScreenBegin.lua
function C:_executionStopped()
  self:closeDialogue()
end
function C:onClientEndMission()
  self:closeDialogue()
end

function C:closeDialogue()
  if self.built then
@/lua/ge/extensions/flowgraph/nodes/ui/missionEndScreen.lua
function C:_executionStopped()
  self:closeDialogue()
end
  --if self.pinIn.flow.value == false and self.open then
  --  self:closeDialogue()
  --end

  self:closeDialogue()
end
    self.pinOut.retry.value = true
    self:closeDialogue()
  end

function C:closeDialogue()
  if self.open then
function C:onClientEndMission()
  self:closeDialogue()
end
function C:onNodeReset()
  self:closeDialogue()
  for _,pn in pairs(self.pinOut) do
@/lua/ge/extensions/flowgraph/nodes/ui/endScreen.lua
function C:_executionStopped()
  self:closeDialogue()
end
  --if self.pinIn.flow.value == false and self.open then
  --  self:closeDialogue()
  --end
  end
  self:closeDialogue()
end
    log("I","","Closing End Screen because of reset!")
    self:closeDialogue()
  end

function C:closeDialogue()
  if self.open then
function C:onClientEndMission()
  self:closeDialogue()
end
function C:onNodeReset()
  self:closeDialogue()
  for _,pn in pairs(self.pinOut) do
@/lua/ge/extensions/flowgraph/nodes/ui/imgui/imDialogue.lua
      if im.Button((self.pinIn[btn].value or btn) .. "##" .. self.id .. "-" .. i) then
        self:closeDialogue()
        self:closed()
@/lua/ge/extensions/freeroam/gasStations.lua
local function refuelCar(gasStation, fuelTypes, veh)
  --ui_missionInfo.closeDialogue()
  core_vehicleBridge.requestValue(veh,
@/lua/ge/extensions/flowgraph/nodes/ui/updatedUI/endScreenWhole.lua
function C:_executionStopped()
  self:closeDialogue()
end
function C:onClientEndMission()
  self:closeDialogue()
end
  --if self.pinIn.flow.value == false and self.open then
  --  self:closeDialogue()
  --end

  self:closeDialogue()
end
    log("I","","Closing End Screen because of reset!")
    self:closeDialogue()
    self.pinOut.retry.value = true

function C:closeDialogue()
  if self.built then
@/lua/ge/extensions/flowgraph/nodes/gameplay/race/raceEndScreen.lua
  if self.open then
    self:closeDialogue()
  end
  --if self.pinIn.flow.value == false and self.open then
  --  self:closeDialogue()
  --end
  end
  self:closeDialogue()
  self.done = true
    log("I","","Closing End Screen because of reset!")
    self:closeDialogue()
    self.done = true
end
function C:closeDialogue()
  if self.open then
    if self.open then
      self:closeDialogue()
    end
@/lua/ge/extensions/freeroam/dragRace.lua
      table.insert(buttonsTable, {action = 'accept', text = txt, cmd = 'freeroam_dragRace.accept()'})
      table.insert(buttonsTable, {action = 'decline', text = "Close", cmd = 'guihooks.trigger("MenuHide", true) ui_missionInfo.closeDialogue()'})
      local content = {title = "ui.wca.dragstrip.title", type="race", typeName="", buttons = buttonsTable}
      guihooks.trigger('MenuHide', true)
      ui_missionInfo.closeDialogue()
    end
  guihooks.trigger('MenuHide', true)
  ui_missionInfo.closeDialogue()
  closeOverview()
  if playerVehicleInsideTrigger and playerVehicle and playerVehicle:getID() == vid then
    ui_missionInfo.closeDialogue()
  end
  guihooks.trigger('MenuHide', true)
  ui_missionInfo.closeDialogue()
end
  guihooks.trigger('MenuHide', true)
  ui_missionInfo.closeDialogue()
  closeOverview()
@/lua/ge/extensions/flowgraph/nodes/ui/threeElementSelect.lua
  if self.open then
    self:closeDialogue()
  end

function C:closeDialogue()
  self.open = false
function C:started()
  self:closeDialogue()
  self.pinOut.flow.value = true
    if self.open then
      self:closeDialogue()
    end
@/lua/ge/extensions/flowgraph/nodes/ui/startScreen.lua
  if self.open then
    self:closeDialogue()
  end

function C:closeDialogue()
  -- dump("closing dialogue!")
function C:started()
  self:closeDialogue()
  self.pinOut.flow.value = true
function C:onClientEndMission()
  self:closeDialogue()
end
    if self.open then
      self:closeDialogue()
    end
@/lua/ge/extensions/flowgraph/nodes/career/careerVehicleSelect.lua
  if self.open then
    self:closeDialogue()
  end

function C:closeDialogue()
  self.open = false
function C:started()
  self:closeDialogue()
  self.pinOut.flow.value = true
    if self.open then
      self:closeDialogue()
    end
@/lua/ge/extensions/flowgraph/nodes/ui/customButtonTEST.lua
  if self.open then
    self:closeDialogue()
  end

function C:closeDialogue()
  guihooks.trigger('CustomFGButtons', {}) -- empty list means show no buttons
  if self.open then
    self:closeDialogue()
  end
@/lua/ge/extensions/gameplay/markerInteraction.lua
local function onSelectDetailPromptClicked(idx)
  ui_missionInfo.closeDialogue()
  guihooks.trigger('ActivityAcceptUpdate', nil)
  if force then
    ui_missionInfo.closeDialogue()
    guihooks.trigger("onMissionAvailabilityChanged", {missionCount = 0})
@/lua/ge/extensions/flowgraph/nodes/ui/missionPopup.lua
  if self.open then
    self:closeDialogue()
  end

function C:closeDialogue()
  self.open = false
function C:started()
  self:closeDialogue()
  self.pinOut.flow.value = true
    if self.open then
      self:closeDialogue()
    end
@/lua/ge/extensions/flowgraph/nodes/ui/vehicleSelector.lua
  if self.open then
    self:closeDialogue()
  end

function C:closeDialogue()
  --core_gamestate.setGameState('freeroam', 'freeroam', 'freeroam')
function C:started()
  self:closeDialogue()
  self.pinOut.flow.value = true
function C:exited()
  self:closeDialogue()
  self.pinOut.exit.value = true
    if self.open then
      self:closeDialogue()
    end
@/lua/ge/extensions/flowgraph/nodes/ui/selectButtons.lua
  if self.open then
    self:closeDialogue()
  end
  if self.pinIn.flow.value == false and self.open then
    self:closeDialogue()
  end
  if self.open then
    self:closeDialogue()
  end

function C:closeDialogue()
  ui_missionInfo.closeDialogue()
function C:closeDialogue()
  ui_missionInfo.closeDialogue()
  if self.pinIn.hideApps.value then
  if self.open then
    self:closeDialogue()
  end
@/lua/ge/extensions/campaign/exploration.lua
  core_groundMarkers.setPath(nil)
  ui_missionInfo.closeDialogue()
        state.locationKey = nil
        ui_missionInfo.closeDialogue()
      end
    else
      ui_missionInfo.closeDialogue()
      state.locationInfoDisplayed = false
  -- make sure exploration specific ui is cleaned up
  ui_missionInfo.closeDialogue()
  if scenetree.ScenarioTriggersGroup then
    state.missionExtraUiOpened = false
    ui_missionInfo.closeDialogue()
    guihooks.trigger('ChangeState', {state = 'menu'})
@/lua/ge/extensions/flowgraph/nodes/ui/updatedUI/endScreenBegin.lua
function C:_executionStopped()
  self:closeDialogue()
end
function C:onClientEndMission()
  self:closeDialogue()
end

  self:closeDialogue()
end

function C:closeDialogue()
  if self.built then
@/lua/ge/extensions/gameplay/crawl/general.lua
          end
          ui_missionInfo.closeDialogue()
        end,