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unpack

Definition


-- @/=[C]:-1
function unpack(...)

Callers

@/lua/vehicle/partCondition.lua
      local visualState = partCondition.visualState
      --odometer, integrityValue, visualValue, integrityState, visualState = unpack(partCondition, 1, table.maxn(partCondition))
      integrity = integrityState or integrityValue
@/lua/ge/extensions/editor/gen/exp_meshexplorer.lua
	end
    return unpack(alib)
end
        local ind = U.index(fsnode.astep, val)
        fsnode.astep = {unpack(fsnode.astep,1,ind[1])}
        local path = ''
        end)
--            lo('?? dir_up:'..tostring(ind)..':'..path..':'..tostring({unpack(fsnode.astep,1,ind[1])}))
        fsnode.path = path
@/lua/common/jbeam/slotSystem.lua
  for i, j in ipairs(unifyJournal) do
    unifyParts(unpack(j))
  end
@/lua/ge/main.lua
function physicsEngineEvent(...)
  local args = unpack({...})
  extensions.hook('onPhysicsEngineEvent', args)
@/lua/ge/extensions/flowgraph/nodes/mission/ARunForLife.lua
        local newRot = propsInfo[randomPropId].correctedRot
        if newRot then rot = quatFromEuler(unpack(newRot)) end
      end

          data.color = ColorF(unpack(color))
          data.position = drawPos
    data = decals[o + 1]
    data.color = ColorF(unpack(red))
    data.position = vec3(plPos.x, camPos.y, Z)
@/lua/ge/extensions/ui/liveryEditor/layers/fill.lua
  elseif #color == 3 then
    local r, g, b = unpack(color)
    layer.color = Point4F(r, g, b, 1)
@/lua/ge/extensions/editor/gen/exp_solidflex.lua
    end
    return unpack(alib)
end
@/gameplay/missionTypes/cannon/customNodes/cannonBallDistNode.lua

  local endPos = targetPos - vec3(unpack(self.pinIn.camOffsetPos.value))
  core_camera.setPosRot(0,
@/lua/common/libs/lunajson/lunajson/sax.lua

    local num = char(unpack(buf))
    num = fixedtonumber(num)
@/lua/ge/extensions/editor/gen/world.lua
		local s = ''
		U.map({unpack(atkn, 1, n)},function(k,v)
			s = s..'_'..v
		table.sort(aj)
		local mi,ma = math.min(unpack(row)), math.max(unpack(row))
		table.sort(aj)
		local mi,ma = math.min(unpack(row)), math.max(unpack(row))
@/lua/ge/extensions/editor/api/objectHistoryActions.lua
local function callHookUndo(actionData)
  extensions.hook(actionData.hookName, unpack(actionData.args))
end
local function callHookRedo(actionData)
  extensions.hook(actionData.hookName, unpack(actionData.args))
end
@/lua/ge/extensions/scenario/scenarios.lua
                 local args = {...}
                 return scenario_scenarios[key](unpack(args))
               end
@/lua/ge/extensions/gameplay/garageMode.lua
  if vehicleToLoad then
    core_vehicles.replaceVehicle(unpack(vehicleToLoad))
    vehicleToLoad = nil
@/lua/ge/extensions/core/vehicles.lua
  elseif type(maybeVehicle) == "table" then
    loadCustomVehicle(unpack(maybeVehicle))
    return true
@/lua/vehicle/extensions/test/csvMetrics.lua

  csvData = csvWriter.newCSV(unpack(header))
  enabled = true

  csvData:add(unpack(dataRow))
end
@/lua/ge/extensions/ui/liveryEditor.lua
local showDecalCursor = function(show)
  local r, g, b = unpack(api.getDecalColor():toTable())
  api.setDecalColor(Point4F.fromTable({r, g, b, show and 1 or 0}))
@/lua/ge/extensions/editor/gen/utils.lua
		end
		return unpack(alib)
	end
@/lua/common/libs/lua-MessagePack/MessagePack.lua

function m.unpack(s)
  checktype('unpack', 1, s, 'string')
@/lua/vehicle/extensions/gameplayInterfaceModules/interactController.lua
  local eventName = params[1]
  local eventParams = {unpack(params, 2)}
  controller.onGameplayEvent(eventName, eventParams)
@/lua/ge/extensions/editor/gen/lib/jbeam.lua
	end
    return unpack(alib)
end
@/lua/common/libs/luamqtt/mqtt/protocol5.lua
		for _, item in ipairs(order) do
			local prop_id, name,  value = unpack(item)
			if property_multiple[prop_id] then
@/lua/ge/extensions/flowgraph/nodes/gameplay/decalCircle.lua
        self.colorCache[k] = deepcopy(self.pinIn[k].value or pin.default)
        self.colorFCache[k] = ColorF(unpack(self.colorCache[k]))
      end
    data.texture = self.pinIn.decalPath.value or defaultDecalPath
    data.scale:set(unpack(self.pinIn.decalScale.value or defaultDecalScale))
@/lua/common/libs/LuaIRC/init.lua
    if handler then
        return handler(self, prefix, unpack(params))
    else
@/lua/ge/extensions/editor/mapSensorEditor.lua
  for i = 1, #activeSensors do
    local sensorType, sensorId = unpack(activeSensors[i])
    local conf = extensions.tech_sensors.getSensorConfiguration(sensorType, sensorId)
@/lua/common/libs/slaxml/slaxml.lua
      if currentElement[3] then currentElement[2] = nsForPrefix(currentElement[3])    end
      if self._call.startElement then self._call.startElement(unpack(currentElement)) end
      if self._call.attribute then
          if currentAttributes[i][4] then currentAttributes[i][3] = nsForPrefix(currentAttributes[i][4]) end
          self._call.attribute(unpack(currentAttributes[i]))
        end
        pop(nsStack)
        if self._call.closeElement then self._call.closeElement(unpack(currentElement)) end
      end
@/lua/ge/extensions/ui/liveryEditor/layerEdit.lua
local showCursor = function(show)
  local r, g, b = unpack(api.getDecalColor():toTable())
  api.setDecalColor(Point4F.fromTable({r, g, b, show and 1 or 0}))
  if properties.color then
    local r, g, b = unpack(properties.color)
    local color = Point4F(r, g, b, 1)
@/lua/ge/extensions/scenario/busdriver.lua
  --wpList = scenario_scenarios.getScenario().lapConfig
  --getObjectByID(vehicleId):queueLuaCommand("controller.getController('busNextStopDsp').onDepartedStop( "..dumps({unpack(wpList, 1,#wpList)}).." )")
@/lua/common/tech/techCommunication.lua
    if message ~= nil then
      local request = Request:new(mp.unpack(message), skt)
      if callRequestHandler(E, request) == false then
@/lua/common/libs/lua-websockets/websocket/frame.lua
    end
    local xored = schar(unpack(transformed,1,#original))
    tinsert(transformed_arr,xored)
@/lua/common/libs/copas/copas/limit.lua
      copas.sleep(-1)                            -- go to sleep until being woken
      local suc, err = pcall(task, unpack(carg)) -- start the task
      self:removethread(coroutine.running())           -- dismiss ourselves
@/lua/ge/extensions/flowgraph/nodes/gameplay/decalPath.lua
    forwardVec = vec3(0, 0, 0),
    color = ColorF(unpack(self.pinIn.decalColor.value or defaultDecalColor)),
    scale = vec3(8, 12, 4),
@/lua/ge/extensions/freeroam/bigMapMode.lua
    local lineWidth = (camHeightAboveTerrain * camData.res.fov) / 20000
    local h, s, v = RGBtoHSV(unpack(core_groundMarkers.color)) -- groundMarkerColor
    local r, g, b = HSVtoRGB(h, s, 1)
    local lineWidth = (camHeightAboveTerrain * camData.res.fov) / 20000
    local h, s, v = RGBtoHSV(unpack(core_groundMarkers.color or {0.1, 0.25, 0.5})) -- groundMarkerColor
    local r, g, b = HSVtoRGB(h, 0.3, 1) -- routePreviewCol
@/lua/ge/ge_utils.lua

  local geluaCommand = string.format('local args = %s; %s(unpack(args, 1, table.maxn(args)))', 'deserialize(%q)', geluaFunctionName)
  local cmd = string.format('obj:queueGameEngineLua(string.format(%q, serialize({%s, unpack(%s)})))', geluaCommand, vluaCommand, serialize({...}))
  local geluaCommand = string.format('local args = %s; %s(unpack(args, 1, table.maxn(args)))', 'deserialize(%q)', geluaFunctionName)
  local cmd = string.format('obj:queueGameEngineLua(string.format(%q, serialize({%s, unpack(%s)})))', geluaCommand, vluaCommand, serialize({...}))
  veh:queueLuaCommand(cmd)
@/lua/ge/extensions/flowgraph/nodes/gameplay/decalSingle.lua
    forwardVec = quat(self.pinIn.rot.value) * vec3(0, 1, 0),
    color = ColorF(unpack(clr)),
    scale = vec3(self.pinIn.scl.value or defaultDecalScale),
@/lua/ge/extensions/editor/missionEditor.lua
  end
  local csvdata = require('csvlib').newCSV("Mission ID", "Mission Name", "Mission Type", "Branch", "Leagues", "Tier", "Star Id", "Star Label", "Star Type", "money", "vouchers",unpack(branchNames))
      local starType = instance.careerSetup._activeStarCache.defaultStarKeysByKey[key] and "default" or "bonus"
      csvdata:add(mission.id, translatedName, missionType, firstBranch, leagueNames, instance.unlocks.maxBranchlevel, key, translatedStarLabel, starType, rewards.money or 0,rewards.vouchers or 0,unpack(branchRewards))
    end
      local rewards = {}
      for _, key in ipairs({"money", "vouchers",unpack(branchNames)}) do
        if row[key] ~= 0 then
@/lua/ge/extensions/gameplay/traffic/vehicle.lua
        if not v.vLua then
          v.func(unpack(v.args))
        else
@/lua/common/extensions.lua
    profilerPopEvent(name)
    return unpack(results)
  end
@/gameplay/missionTypes/collection/customNodes/collectionMarkersNode.lua
      clr = clr - clr%(0.05)
      clrByNum[clr] = clrByNum[clr] or color(unpack(rainbowColor(36,(0.05+(0.75*clr))*12)))
    end
      clr = clr - clr%(0.05)
      clrByNum[clr] = clrByNum[clr] or color(unpack(rainbowColor(36,(0.05+(0.75*clr))*12)))
    end
@/lua/common/guihooks.lua
    end
    csvfile = require('csvlib').newCSV(unpack(keys))
    csvfilename = filename or string.format("graphcsv.%s.csv", os.date("%Y-%d-%mT%H_%M_%S"))
    end
    csvfile:add(unpack(row))
  end
@/lua/vehicle/extensions/tech/trailSim.lua
  if hasRemoteData then
    guihooks.graph(unpack(data))
  end
@/lua/ge/extensions/core/jobsystem.lua
    -- runs things in the foreground
    fct({yield = function() end, sleep = function() end}, unpack({...}))
    return
    end
    create(fct, maxdt, unpack({...}))
  end
    if co.args and next(co.args) then
      errorfree, value = coroutine.resume(co.t, co, unpack(co.args))
    else
@/lua/vehicle/electrics.lua
  if smootherType == "exponential" then
    return newExponentialSmoothing(unpack(params))
  elseif smootherType == "temporal" then
  elseif smootherType == "temporal" then
    return newTemporalSmoothing(unpack(params))
  elseif smootherType == "temporalNonLinear" then
  elseif smootherType == "temporalNonLinear" then
    return newTemporalSmoothingNonLinear(unpack(params))
  end
@/lua/ge/map.lua
    self.update = nop
    self.eventFun(unpack(self.params))
  end
local function onDeserialize(s)
  isEditorEnabled, buildSerial = unpack(s)
  buildSerial = buildSerial or -1
@/lua/ge/extensions/ui/liveryEditor/layerAction.lua
local showCursor = function(show)
  local r, g, b = unpack(api.getDecalColor():toTable())
  api.setDecalColor(Point4F.fromTable({r, g, b, show and 1 or 0}))
  -- hide layer by setting alpha to 0. Using enabled property will update UI styling and component rerenders
  local r, g, b = unpack(layer.color:toTable())
  layer.color = Point4F.fromTable({r, g, b, show and 1 or 0})
@/lua/vehicle/controller/tech/vehicleSystemsCoupling.lua
local function createCSV(sendKeys, receiveKeys)
  csvSendData = csvWriter.newCSV('time', unpack(sendKeys))
  csvReceiveData = csvWriter.newCSV('time', unpack(receiveKeys))
  csvSendData = csvWriter.newCSV('time', unpack(sendKeys))
  csvReceiveData = csvWriter.newCSV('time', unpack(receiveKeys))
  csvPhysicsSteps = csvWriter.newCSV('time')
  if debugFile then
    csvSendData:add(os.clockhp(), unpack(messageToSimulink))
  end
  if debugFile then
    csvReceiveData:add(os.clockhp(), unpack(decodedMessageFromSimulink))
  end
@/lua/ge/extensions/editor/sensorConfigurationEditor.lua
  for i = 1, #activeSensors do
    local sensorType, sensorId = unpack(activeSensors[i])
    local conf = extensions.tech_sensors.getSensorConfiguration(sensorType, sensorId)
@/lua/ge/extensions/flowgraph/nodes/gameplay/decalLine.lua
        self.colorCache[k] = deepcopy(self.pinIn[k].value or pin.default)
        self.colorFCache[k] = ColorF(unpack(self.colorCache[k]))
      end
    data.texture = self.pinIn.decalPath.value or defaultDecalPath
    data.scale:set(unpack(self.pinIn.decalScale.value or defaultDecalScale))
@/lua/ge/extensions/tech/impactgen/crashOutput.lua

  if renderPerspective(unpack(renderQueue[renderIdx])) then
    renderIdx = renderIdx + 1
@/lua/ge/extensions/editor/gen/lib/ui.lua
	end
    return unpack(alib)
end
@/lua/ge/extensions/core/multiSpawn.lua
    table.remove(queue, 1)
    M.spawnGroup(unpack(args))
  end
@/lua/ge/extensions/editor/buildingEditor.lua
	end
    return unpack(alib)
end
@/lua/common/utils/filterchain.lua
  else
    return getVarByNameInScope({select(2, unpack(components))}, scope[components[1]])
  end
        end
        return {dt, unpack(res)}
    else

    --dump(  (function(a,b,c) return a + b + c end) ( unpack({(function (a, b, c) return a + b + c, 1, 1; end)(1,2,3)})  ))
--[[
        --local out = led1:update(dt, 1, 2, 3)
        --print('### ' .. timer .. ' = ' .. dumps(unpack({out})))
    end
@/lua/vehicle/controller/tech/cosimulationCoupling.lua
  -- Insert "signal_number" after "time" and before the actual signal names
  local sendHeaders = { "time", "message_index", unpack(sendNames) }
  local receiveHeaders = { "time", "message_index", unpack(receiveNames) }
  local sendHeaders = { "time", "message_index", unpack(sendNames) }
  local receiveHeaders = { "time", "message_index", unpack(receiveNames) }
  -- Create CSV files with updated headers
  csvSendData = csvlib.newCSV(unpack(sendHeaders))
  csvReceiveData = csvlib.newCSV(unpack(receiveHeaders))
  csvSendData = csvlib.newCSV(unpack(sendHeaders))
  csvReceiveData = csvlib.newCSV(unpack(receiveHeaders))
  lastTimeOfSend = os.clockhp()
  csvSendData:add(os.clockhp(), unpack(msgOut))
end
        if enableVSL then
        csvReceiveData:add(os.clockhp(), unpack(msgIn))
        end
        if enableVSL then
        csvReceiveData:add(os.clockhp(), unpack(msgIn))
        end
    -- Add to CSV for logging
    csvSendData:add(os.clockhp(), unpack(msgOut))
    -- log('I', logTag, 'VSL only from controller, logging data.')
@/lua/ge/extensions/ui/liveryEditor/layers/decal.lua
local showCursor = function(show)
  local r, g, b = unpack(api.getDecalColor():toTable())
  api.setDecalColor(Point4F.fromTable({r, g, b, show and 1 or 0}))
@/lua/common/libs/xlsxlib/tests/tests.lua
  local xlsxData = xlsxLib.loadFileXLSX(dataPath .. inputFile)
  local data = xlsxLib.getSheetData(xlsxData, unpack(queryArgs))
  local fn = dataPath .. expectedFile
@/lua/common/tcpServer.lua
      for _, clientData in ipairs(data) do
        local connection, message = unpack(clientData)
        -- Process message
@/lua/ge/extensions/core/camera.lua
  if type(arg[1]) == "number" then
    player, camName, withTransition, customData = unpack(arg, 1, table.maxn(arg)) -- without arguments, unpack can stop at the first nil it encounters, cutting the row short
  else
  else
    camName, withTransition, customData = unpack(arg, 1, table.maxn(arg)) -- without arguments, unpack can stop at the first nil it encounters, cutting the row short
  end
@/lua/ge/extensions/tech/techCore.lua
  while #objects > 0 do
    local node, obj = unpack(table.remove(objects))
@/lua/common/libs/luamqtt/mqtt/protocol.lua
	until len <= 0
	return unpack(bytes)
end
@/lua/ge/extensions/core/commandhandler.lua
    if type(extensions[cmd][functionName]) == "function" then
      extensions[cmd][functionName](unpack(params))
    else
@/lua/common/libs/luasocket/ltn12.lua
        snk = table.remove(args, #args)
        f = filter.chain(unpack(args))
    end
@/lua/ge/extensions/ui/liveryEditor/layers/decals.lua
local showDecalCursor = function(show)
  local r, g, b = unpack(api.getDecalColor():toTable())
  api.setDecalColor(Point4F.fromTable({r, g, b, show and 1 or 0}))
@/lua/common/jbeam/variables.lua
  for i = #unifyJournal, 1, -1 do
    local parentPart, part, level, slotOptions, path, slot = unpack(unifyJournal[i])
    local slotVars = slot.variables
  for i = 1, #unifyJournal do
    local parentPart, part, level, slotOptions, path, slot = unpack(unifyJournal[i])

    unifyComponents(rootPart, svars, unpack(unifyJournal[i]))
  end
@/lua/ge/extensions/core/levels.lua
  if type(nextSpawnVehicle) == 'table' then
    local model, options = unpack(nextSpawnVehicle)
    local modelData = core_vehicles.getModel(model)
      nextSpawnVehicle = core_vehicles.getDefaultVehicleParams()
      model, options = unpack(nextSpawnVehicle)
    end
@/lua/common/libs/LuLPeg/lulpeg.lua
                    acc[#acc + 1] = pt.aux
                    print(offset..'P( "'..s.char(u.unpack(acc))..'" )')
                else
                    if #acc ~= 0 then
                        print(offset..'P( "'..s.char(u.unpack(acc))..'" )')
                    end
            elseif #acc ~= 0 then
                print(offset..'P( "'..s.char(u.unpack(acc))..'" )')
                acc = {}
@/lua/common/extensions/ui/imguiWire.lua
    local id = generateId(args, resIDCache)
    return unpack(returns[id] or {false})
  end
    table.remove(v, 1) -- name
    local res = { ui_imgui[funcName](unpack(v)) }
    if #res > 0 then
@/lua/ge/extensions/tech/adasUltrasonic.lua
    if #lowering_readings > 0 then
      be:queueObjectLua(vid, string.format("extensions.tech_adasUltrasonic.applyBrakes(%f)", math.min(unpack(lowering_readings))))
    else
@/lua/ge/extensions/editor/gen/lib/ai.lua
	end
    return unpack(alib)
end
@/lua/common/libs/luasec/ssl.lua
    if type(param) == "table" then
      return func(ctx, unpack(param))
    else
@/lua/vehicle/bdebugImpl.lua
      if partsSelected[torbar.partPath or v.config.partsTree.partPath] then
        drawTorsionBar(torbar, nodeScale, beamScale, alpha, unpack(torbarTypesColors[TORBAR_NORMAL]))
      end
          -- anisotropic torsionbar
          col1, col2 = unpack(torbarTypesColors[TORBAR_ANISOTROPIC])
        else
          -- regular torsionbar
          col1, col2 = unpack(torbarTypesColors[TORBAR_NORMAL])
        end
              -- anisotropic torsionbar, purple blue shade
              col1, col2 = unpack(torbarTypesColors[TORBAR_ANISOTROPIC])
            else
              -- regular torsionbar, green-cyan shade
              col1, col2 = unpack(torbarTypesColors[TORBAR_NORMAL])
            end
            -- broken ones will have red-orange shade
            col1, col2 = unpack(torbarTypesColors[TORBAR_BROKEN])
            sizeMult = 2