beamBroke
Definition
-- @/lua/vehicle/energyStorage.lua:170
local function beamBroke(id)
if not breakTriggerBeams[id] then
return
end
local storage = breakTriggerBeams[id]
if storage.onBreak then
storage:onBreak()
end
damageTracker.setDamage("energyStorage", storage.name, true)
end
Callers
@/lua/vehicle/powertrain.lua
local function beamBroke(id)
for i = 1, beamBrokenEventCount, 1 do
for i = 1, beamBrokenEventCount, 1 do
powertrainDevices[beamBrokenEvents[i]]:beamBroke(id)
end
@/lua/vehicle/wheels.lua
local function beamBroke(id)
local beamName = v.data.beams[id].name
@/lua/vehicle/main.lua
beamstate.beamBroken(id, energy)
wheels.beamBroke(id)
powertrain.beamBroke(id)
wheels.beamBroke(id)
powertrain.beamBroke(id)
energyStorage.beamBroke(id)
powertrain.beamBroke(id)
energyStorage.beamBroke(id)
controller.beamBroke(id, energy)
energyStorage.beamBroke(id)
controller.beamBroke(id, energy)
bdebug.beamBroke(id, energy)
controller.beamBroke(id, energy)
bdebug.beamBroke(id, energy)
extensions.hook("onBeamBroke", id, energy)
@/lua/vehicle/controller.lua
local function beamBroke(id, energy)
for i = 1, beamBrokenCount, 1 do
if controller.beamBroke ~= nil then
print(" sortedControllers[" .. i .. "].beamBroke(id, energy) -- " .. tostring(controller.typeName))
end
@/lua/vehicle/bdebugImpl.lua
local function beamBroke(id, energy)
local beam = v.data.beams[id]
@/lua/vehicle/bdebug.lua
M.nodeCollision = function(p) bdebugImpl.nodeCollision(p) end
M.beamBroke = function(id, energy) bdebugImpl.beamBroke(id, energy) end
M.debugDraw = function(focusPos) bdebugImpl.debugDraw(focusPos) end
@/lua/vehicle/powertrain/combustionEngine.lua
local function beamBroke(device, id)
device.thermals.beamBroke(id)
local function beamBroke(device, id)
device.thermals.beamBroke(id)
end
@/lua/vehicle/powertrain/combustionEngineThermals.lua
local function beamBroke(id)
if exhaustBeams and exhaustBeams[id] then