getCouplerOffset
Definition
-- @/lua/vehicle/beamstate.lua:456
local function getCouplerOffset(couplerTag)
if not v.data.nodes then
return {}
end
local refPos = v.data.nodes[v.data.refNodes[0].ref].pos
local couplerOffset = {}
for _, c in pairs(couplerCache) do
if c.couplerTag == couplerTag or c.tag == couplerTag or couplerTag == "" or not couplerTag then
local pos = v.data.nodes[c.cid].pos
couplerOffset[c.cid] = {x = pos.x - refPos.x, y = pos.y - refPos.y, z = pos.z - refPos.z, couplerTag = c.couplerTag, tag = c.tag}
end
end
return couplerOffset
end
Callers
@/lua/ge/extensions/core/vehicles.lua
local function getCouplerOffset(vehId, couplerTag)
local veh = getObjectByID(vehId)
@/lua/ge/extensions/flowgraph/modules/vehicleModule.lua
-- instantly get the couple offsets
--veh:queueLuaCommand('beamstate.getCouplerOffset("core_flowgraphManager.getManagerByID('..self.mgr.id..').modules.vehicle:addCouplerOffset(%s,%s)")')
for tag, _ in pairs(couplerTags) do
@/lua/vehicle/extensions/gameplayInterfaceModules/interactBeamstate.lua
local couplerTag = params[1]
local couplerOffset = beamstate.getCouplerOffset(couplerTag)
return {result = couplerOffset}