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switchBrokenMaterial

Definition


-- @/lua/vehicle/material.lua:33

local function switchBrokenMaterial(beam)
  for msc, g in pairs(beam.deformSwitches) do
    --log('D', "material.switchBrokenMaterial", "mesh broke: "..g.mesh.. " with deformGroup " .. g.deformGroup)
    props.disablePropsInDeformGroup(g.deformGroup)
    local dm = deformMeshes[g.deformGroup]
    if dm then --if there is a mesh assigned to this deformGroup
      if dm.deformSound and dm.deformSound ~= "" and not brokenSwitches[msc] then --check if the mesh has a deform sound
        --sounds.playSoundOnceAtNode(dm.deformSound, beam.id1, dm.deformVolume or 1)   --play the deform sound
        sounds.playSoundOnceFollowNode(dm.deformSound, beam.id1, (dm.deformVolume or 1) * 0.5)
        --print ((dm.deformVolume or 1) * 0.5)
        beamstate.addDamage(500)
      end
    end
    switchMaterial(msc, g.dmgMat)
    brokenSwitches[msc] = true
  end
end

Callers

@/lua/vehicle/beamstate.lua
local function breakMaterial(beam)
  material.switchBrokenMaterial(beam)
    if b.deformSwitches then
      material.switchBrokenMaterial(b)
    end