setLightsState
Definition
-- @/lua/vehicle/electrics.lua:988
local function setLightsState(newval)
lightsState = newval
end
Callers
@/lua/vehicle/extensions/tech/techCore.lua
if headLights ~= nil and state.lights_state ~= headLights then
electrics.setLightsState(headLights)
end
@/lua/ge/extensions/flowgraph/modules/missionModule.lua
if tod and tod.time >= 0.225 and tod.time <= 0.775 then
obj:queueLuaCommand("electrics.setLightsState(2)")
end
@/lua/vehicle/electrics.lua
onSelect = function()
M.setLightsState(0)
return {"hide"}
onSelect = function()
M.setLightsState(1)
return {"hide"}
onSelect = function()
M.setLightsState(2)
return {"hide"}
@/lua/ge/extensions/scenario/quickRace.lua
if playerVehicle then
playerVehicle:queueLuaCommand("electrics.set_fog_lights(1) ; electrics.setLightsState(2)")
end
@/lua/ge/extensions/gameplay/traffic/vehicle.lua
table.clear(self.queuedFuncs)
getObjectByID(self.id):queueLuaCommand('electrics.setLightsState(0)') -- always turn off headlights
self.headlights = false
local coef = min(4, 200 / self.focusDist) -- larger value (more random) if the vehicle is nearer
self.queuedFuncs.headlights = {timer = random() * coef, vLua = 'electrics.setLightsState(1)'}
self.headlights = true
self.queuedFuncs.headlights = nil
getObjectByID(self.id):queueLuaCommand('electrics.setLightsState(0)')
self.headlights = false
@/lua/vehicle/extensions/gameplayInterfaceModules/interactElectrics.lua
local mode = params[1]
electrics.setLightsState(mode)
end