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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