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breakHinges

Definition


-- @/lua/vehicle/beamstate.lua:1330

local function breakHinges()
  for _, b in pairs(v.data.beams) do
    if b.breakGroup ~= nil then
      local breakGroups = type(b.breakGroup) == "table" and b.breakGroup or {b.breakGroup}
      -- multiple break groups
      for _, g in pairs(breakGroups) do
        if type(g) == "string" and (string.find(g, "hinge") ~= nil or string.find(g, "latch") ~= nil) then
          --log('D', "beamstate.breakHinges","  breaking hinge beam "..k.. " as in breakgroup ".. b.breakGroup)
          obj:breakBeam(b.cid)
          break
        end
      end
    end
  end

  --break groups that ONLY exist with couplers in them
  for breakgroup, _ in pairs(couplerBreakGroupCache) do
    if type(breakgroup) == "string" and (string.find(breakgroup, "hinge") ~= nil or string.find(breakgroup, "latch") ~= nil) then
      breakBreakGroup(breakgroup)
    end
  end
end

Callers

@/ui/ui-vue/mockdata/inputBindings.js
                "title": "ui.inputActions.gameplay.funHinges.title",
                "onDown": "beamstate.breakHinges()",
                "order": 41,
@/lua/ge/extensions/core/funstuff.lua

local function breakHinges()
  getPlayerVehicle(0):queueLuaCommand("beamstate.breakHinges()")
local function breakHinges()
  getPlayerVehicle(0):queueLuaCommand("beamstate.breakHinges()")
  return {"hide"}
@/ui/modules/apps/VehicleDebug/app.js
        $scope.breakAllHinges = function () {
            bngApi.activeObjectLua('beamstate.breakHinges()')
        }