passesFilters
Definition
-- @/lua/ge/extensions/ui/vehicleSelector/general.lua:678
M.passesFilters = function(...) return filterInstance.passesFilters(...) end
Callers
@/lua/ge/extensions/ui/gameplaySelector/tiles.lua
for _, item in pairs(items) do
if backend.passesFilters(item) then
table.insert(validItems, item)
-- Apply general filters first
if not backend.passesFilters(item) then
goto continue
@/lua/ge/extensions/ui/gameplaySelector/general.lua
-- Check if an item passes the current filters
function M.passesFilters(item)
-- First check standard filters
-- First check standard filters
if not filter.passesFilters(item) then
return false
@/lua/ge/extensions/ui/freeroamSelector/general.lua
-- Check if an item passes the current filters
function M.passesFilters(item)
-- First check standard filters
-- First check standard filters
if not filter.passesFilters(item) then
return false
@/lua/ge/extensions/ui/vehicleSelector/tiles.lua
-- VEHICLE-SPECIFIC: Uses vehicle-specific filter logic
if not ui_vehicleSelector_general.passesFilters({model = config.model_key, config = config.key}) then
goto continue
-- VEHICLE-SPECIFIC: Apply vehicle-specific filters
local match = ui_vehicleSelector_general.passesFilters({model = config.model_key, config = config.key})
context.profiler:add("passesFilters")
@/lua/ge/extensions/ui/gridSelectorUtils/filterModule.lua
-- Passes filters - use custom function if provided
local function passesFilters(itemData)
-- Check if filters are dirty and need to be recalculated
@/lua/ge/extensions/ui/vehicleSelector/vehicleOperations.lua
for _, config in pairs(data.configs) do
if not ui_vehicleSelector_general.passesFilters({model = config.model_key, config = config.key}) then
goto continue
@/lua/ge/extensions/editor/gen/exp_meshexplorer.lua
end
if not ui_vehicleSelector_filters.passesFilters({model = config.model_key, config = config.key}) then
goto continue
@/lua/ge/extensions/ui/appSelector/general.lua
for _, app in pairs(apps) do
if filterInstance.passesFilters(app) then
table.insert(items, app)