sendTracking
Definition
-- @/lua/vehicle/mapmgr.lua:104
local function sendTracking()
if M.signalsData then
local lastMailboxVersion = obj:getLastMailboxVersion("trafficSignalUpdates")
if currentMailboxVersion ~= lastMailboxVersion then
currentMailboxVersion = lastMailboxVersion
updateSignals(lpack.decode(obj:getLastMailbox("trafficSignalUpdates")))
end
end
local objCols = M.objectCollisionIds
table.clear(objCols)
obj:getObjectCollisionIds(objCols)
if electrics.values.horn ~= 0 then states.horn = electrics.values.horn end
if electrics.values.lightbar ~= 0 then states.lightbar = electrics.values.lightbar end
if electrics.values.hazard_enabled ~= 0 then states.hazard_enabled = electrics.values.hazard_enabled end
if electrics.values.ignitionLevel == 0 or electrics.values.ignitionLevel == 1 then states.ignitionLevel = electrics.values.ignitionLevel end
buf:reset():putf('map.objectData(%s,%s,%s,', objectId, playerInfo.anyPlayerSeated, math.floor(beamstate.damage))
-- add states to the buffer if they exist
if next(states) then
buf:put('{')
for k, v in pairs(states) do
buf:putf('[%q]=%s,', k, v)
end
buf:put('}')
else
buf:put('nil')
end
-- add object collisions to the buffer if they exist
if objCols[1] then
buf:put(',{')
for i = 1, #objCols do buf:putf('[%s]=1,', objCols[i]) end
buf:put('}')
end
buf:put(')')
obj:queueGameEngineLua(buf)
table.clear(states)
end
Callers
@/lua/vehicle/main.lua
sensors.updateGFX(dtSim) -- must be before input and ai
mapmgr.sendTracking() -- must be before ai
wheels.updateGFX(dtSim)