horn
Definition
-- @/lua/vehicle/electrics.lua:1000
local function horn(state)
hornState = state
if hornState then
hornSound1 = hornSound1 or sounds.createSoundscapeSound("horn")
if not hornSound1 then
return
end
if hornSound2 then
obj:setVolume(hornSound2, 0)
end
obj:setVolume(hornSound1, 1)
obj:playSFX(hornSound1)
else
if hornSound1 then
obj:stopSFX(hornSound1)
end
hornSound1, hornSound2 = hornSound2, hornSound1
end
end
Callers
@/ui/ui-vue/mockdata/inputBindings.js
"title": "ui.inputActions.vehicle.horn.title",
"onUp": "electrics.horn(false)",
"onDown": "electrics.horn(true)",
"onUp": "electrics.horn(false)",
"onDown": "electrics.horn(true)",
"order": 29,
@/lua/vehicle/ai.lua
if electrics.values.horn == 1 then electrics.horn(false) end
if electrics.values.signal_left_input or electrics.values.signal_right_input then electrics.set_warn_signal(false) end
if parameters.enableElectrics and trafficStates.action.hornTimer == 0 then
electrics.horn(true)
trafficStates.action.hornTimerLimit = max(0.1, math.random())
if trafficStates.action.hornTimer >= trafficStates.action.hornTimerLimit then
electrics.horn(false)
trafficStates.action.hornTimer = -1
@/lua/ge/extensions/gameplay/traffic/vehicle.lua
obj:queueLuaCommand('electrics.set_warn_signal(0)')
obj:queueLuaCommand('electrics.horn(false)')
end
function C:honkHorn(duration) -- set horn with duration
getObjectByID(self.id):queueLuaCommand('electrics.horn(true)')
self.queuedFuncs.horn = {timer = duration or 1, vLua = 'electrics.horn(false)'}
getObjectByID(self.id):queueLuaCommand('electrics.horn(true)')
self.queuedFuncs.horn = {timer = duration or 1, vLua = 'electrics.horn(false)'}
end