detachCouplers
Definition
-- @/lua/vehicle/beamstate.lua:310
local function detachCouplers(_nodetag, forceLocked, forceWelded)
local nodetag = _nodetag or ""
for _, val in pairs(couplerCache) do
if ((val.couplerLock ~= true or forceLocked) and (val.couplerWeld ~= true or forceWelded) and val.couplerTag and (_nodetag == nil or val.couplerTag == nodetag)) and val.cid then
obj:detachCoupler(val.cid, 0)
obj:queueGameEngineLua(string.format("onCouplerDetach(%s,%s)", obj:getId(), val.cid))
end
end
extensions.couplings.onBeamstateDetachCouplers()
end
Callers
@/ui/ui-vue/mockdata/inputBindings.js
"title": "ui.inputActions.gameplay.couplersUnlock.title",
"onDown": "beamstate.detachCouplers()",
"order": 32,
@/lua/vehicle/controller/pyrotechnicCharge.lua
for _, coupler in ipairs(couplers) do
beamstate.detachCouplers(coupler, true, true)
end
@/lua/vehicle/beamstate.lua
if (isCouplerAttached() or externalIsCouplerAttached) and not _nodetag then
detachCouplers()
else
if isAttached then
detachCouplers(_nodetag, forceLocked, forceWelded)
else
onSelect = function()
beamstate.detachCouplers()
return {"reload"}
@/lua/vehicle/extensions/tech/techCore.lua
M.handleDetachCouplers = function(request)
beamstate.detachCouplers(request.tag, request.forceLocked, request.forceWelded)
end
@/lua/ge/extensions/flowgraph/nodes/vehicle/beamstate/couple.lua
elseif self.data.mode == 'detach' then
veh:queueLuaCommand("beamstate.detachCouplers()")
end