toggleActive
Definition
-- @/lua/ge/extensions/editor/veMain.lua:297
local function toggleActive()
if not vEditor.editorActive then
activateEditor()
else
deactivateEditor(false)
end
end
Callers
@/lua/ge/extensions/gameplay/drag/utils.lua
if engine and engine.nitrousOxideInjection and not engine.nitrousOxideInjection.isArmed then
nc.toggleActive()
end
if engine and engine.nitrousOxideInjection and engine.nitrousOxideInjection.isArmed then
nc.toggleActive()
end
if engine and engine.nitrousOxideInjection and engine.nitrousOxideInjection.isArmed then
nc.toggleActive()
end
@/lua/ge/extensions/freeroam/dragRace.lua
if engine and engine.nitrousOxideInjection and not engine.nitrousOxideInjection.isArmed then
nc.toggleActive()
end
if engine and engine.nitrousOxideInjection and engine.nitrousOxideInjection.isArmed then
nc.toggleActive()
end
@/lua/ge/extensions/editor/main.lua
local function toggleActive(safeMode)
setEditorActive(not M.active, safeMode)
@/lua/ge/extensions/editor/mainMenu.lua
if imgui.MenuItem1("Exit Editor", "F11", imgui_false, imgui_true) then
editor.toggleActive()
end
@/ui/modules/apps/SimplePowertrainControl/app.js
// }).on('mousedown', function () {
// bngApi.activeObjectLua("controller.getController('nitrousOxideInjection').toggleActive()")
// }))
@/lua/ge/extensions/gameplay/backgroundActivities/g2g.lua
local function toggleActive()
if active then
@/inspector/Base/SearchUtilities.js
function toggleActive() {
button.classList.toggle("active", Object.values(settings).some((setting) => !!setting.value));
settings.regularExpression.addEventListener(WI.Setting.Event.Changed, toggleActive);
toggleActive();
@/lua/ge/extensions/flowgraph/nodes/vehicle/ai/aiParams.lua
if engine and engine.nitrousOxideInjection and not engine.nitrousOxideInjection.isArmed then
nc.toggleActive()
end
if engine and engine.nitrousOxideInjection and engine.nitrousOxideInjection.isArmed then
nc.toggleActive()
end
@/lua/ge/extensions/editor/flowgraphEditor.lua
if not editor.active then
editor.toggleActive()
end
@/ui/ui-vue/mockdata/inputBindings.js
"actionMap": "Global",
"onDown": "editor_veMain.toggleActive()",
"order": 1,
"actionMap": "Global",
"onDown": "editor.toggleActive()",
"order": 1,
"actionMap": "Global",
"onDown": "editor.toggleActive(true)",
"order": 1,
"title": "ui.inputActions.gameplay.forceField.title",
"onDown": "extensions.gameplay_forceField.toggleActive()",
"order": 46,
"title": "ui.inputActions.vehicle.toggleNitrousOxide.title",
"onDown": "for _,v in pairs(controller.getControllersByType('nitrousOxideInjection')) do v.toggleActive() end",
"order": 34,
@/lua/ge/extensions/gameplay/forceField.lua
local function toggleActive()
if active then
@/lua/vehicle/controller/nitrousOxideInjection.lua
extensions.ui_simplePowertrainControl.setButton(M.name, "N2O", "powertrain_n2o", color, n2oData.tankRatio, string.format("controller.getController(%q).toggleActive()", M.name))
end
local function toggleActive()
if electrics.values[armElectricsName] == 0 then
onSelect = function()
controller.getController(name).toggleActive()
return {"reload"}