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queueGameEngineLua

Definition


-- @/=[C]:-1
function queueGameEngineLua(...)

Callers

@/lua/vehicle/ai.lua
      if pos then
        obj:queueGameEngineLua(
          "map.safeTeleport(" .. obj:getId() .. ", " .. pos.x .. ", " .. pos.y .. ", " .. pos.z .. ", " .. rot.x .. ", " .. rot.y .. ", " .. rot.z .. ", " .. rot.w .. ", nil, nil, true, true, true)"
    if M.mode ~= mode then -- new AI mode is not the same as the old one
      obj:queueGameEngineLua('onAiModeChange('..objectId..', "'..mode..'")')
    end
  if newState.mode and newState.mode ~= M.mode then -- new AI mode is not the same as the old one
    obj:queueGameEngineLua('onAiModeChange('..objectId..', "'..newState.mode..'")')
  end
      local rot = quatFromDir(dir:cross(up):cross(up), up)
      obj:queueGameEngineLua(
        "getObjectByID(" .. objectId .. "):resetBrokenFlexMesh();" ..
@/lua/vehicle/extensions/tech/powertrainSensor.lua

  obj:queueGameEngineLua(string.format("tech_sensors.updatePowertrainLastReadings(%q)", lpack.encode(readingsData)))
    local adHocData = { requestId = adHocRequestId, reading = data.readings }
    obj:queueGameEngineLua(string.format("tech_sensors.updatePowertrainAdHocRequest(%q)", lpack.encode(adHocData)))
  end
@/lua/vehicle/extensions/tech/tyreBarrier.lua
local function markTestComplete()
  obj:queueGameEngineLua("tech_sensors.markVehicleFeedingComplete()")
end
@/lua/ge/extensions/editor/vehicleEditor/liveEditor/veTCSDebug.lua
      local tcsData = (#escControllers >= 1) and escControllers[1].debugData.tcs or nil
      obj:queueGameEngineLua("vEditor.tcsData = " .. serialize(tcsData))]])
    if vEditor.tcsData then
@/lua/vehicle/bdebugImpl.lua
          -- TODO: temporary solution to draw from GE Lua side
          obj:queueGameEngineLua(string.format('debugDrawer:drawLine(%s,%s,ColorF(1,0,0,1),false)', -dir * lineLen * 0.5 + midPos, dir * lineLen * 0.5 + midPos))
          obj.debugDrawProxy:drawCylinder(-dir * lineLen * 0.5 + midPos, dir * lineLen * 0.5 + midPos, 0.01, color(255, 0, 0, 255))
        local text = data.textList[i]
        obj:queueGameEngineLua('debugDrawer:drawTextAdvanced(' .. tostring(nodePos) .. ',"' .. text .. '",ColorF(1,1,1,1),true,false,ColorI(0,0,0,192))')
      end
    for _, geFuncName in ipairs(requestDrawnNodesCallbacks) do
      obj:queueGameEngineLua(geFuncName .. "(" .. serialize(nodesDrawn) .. "," .. nodeScale .. ")")
    end
          -- TODO: temporary solution to draw from GE Lua side
          --obj:queueGameEngineLua(string.format('debugDrawer:drawCylinder(%s,%s,%f,ColorF(%f,%f,%f,%f),false)', -dir * len * 0.5 + midPos, dir * len * 0.5 + midPos, radius * 0.5, r/255,g/255,b/255,a/255))
          obj.debugDrawProxy:drawCylinder(-dir * len * 0.5 + midPos, dir * len * 0.5 + midPos, radius, col)
          obj.debugDrawProxy:drawBeam3d(beam.cid, radius, col)
          -- obj:queueGameEngineLua(string.format('debugDrawer:drawCylinder(%s,%s,%f,ColorF(%f,%f,%f,%f),false)', node1Pos, node2Pos, radius, r/255,g/255,b/255,a/255))
          -- obj.debugDrawProxy:drawCylinder(node1Pos, node2Pos, radius, col)
    for _, geFuncName in ipairs(requestDrawnBeamsCallbacks) do
      obj:queueGameEngineLua(geFuncName .. "(" .. serialize(beamsDrawn) .. "," .. beamScale .. ")")
    end
  -- INTENTIONALLY CALLING FROM GAME ENGINE LUA TO WORKAROUND A BUG
  obj:queueGameEngineLua(string.format("guihooks.trigger('BdebugUpdate',%s,%s)", serialize(M.state), serialize(M.stateNoReset)))
  -- This is fine though
  obj:queueGameEngineLua(string.format("extensions.hook('onBDebugUpdate',%s,%s)", serialize(M.state), serialize(M.stateNoReset)))
end

  obj:queueGameEngineLua("getObjectByID(" .. obj:getID() .. "):queueLuaCommand('bdebug.recieveViewportSize('.. ui_imgui.GetMainViewport().Size.x .. ',' .. ui_imgui.GetMainViewport().Size.y .. ')' )")
@/lua/vehicle/extensions/tech/CANBus/ProjectBavariaController.lua
  end
  obj:queueGameEngineLua(string.format("core_input_virtualInput.emit(%d, %q, %d, %q, %.3f)", virtualInputDeviceInstance, objType, objInstance, action, value))
end
  log("I", "ProjectBavariaController.requestExistingVirtualInput", "Requesting existing virtual input device for vidpid: " .. virtualInputVidPid)
  obj:queueGameEngineLua(cmdString)
end
  log("I", "ProjectBavariaController.registerNewVirtualInput", "Registering new virtual input device for vidpid: " .. virtualInputVidPid)
  obj:queueGameEngineLua(cmdString)
end
  local cmdString = string.format(cmdStringTemplate, deviceInstance)
  obj:queueGameEngineLua(cmdString)
end
@/lua/vehicle/extensions/dynamicVehicleData.lua
  --print(" === killswitch ===")
  obj:queueGameEngineLua("util_saveDynamicData.vehicleDone()")
end
local function watchdogHeartbeat()
  obj:queueGameEngineLua("util_saveDynamicData.heartbeat()")
end
local function resetVehicle(position)
  obj:queueGameEngineLua("be:resetVehicle(0)")
  wait(2)
  wait(2)
  obj:queueGameEngineLua("getPlayerVehicle(0):setPositionRotation(" .. position .. ")")
  wait(2)
  wait(2)
  obj:queueGameEngineLua("getPlayerVehicle(0):autoplace(false)")
  wait(2)

  obj:queueGameEngineLua("be:resetVehicle(0)")
  wait(1)
@/lua/vehicle/extensions/tech/GPS.lua
  local rawReadingsData = { sensorId = sensorId, reading = data.rawReadings }
  obj:queueGameEngineLua(string.format("tech_sensors.updateGPSLastReadings(%q)", lpack.encode(rawReadingsData)))
    local adHocData = { requestId = adHocRequestId, reading = data.rawReadings }
    obj:queueGameEngineLua(string.format("tech_sensors.updateGPSAdHocRequest(%q)", lpack.encode(adHocData)))
  end
@/lua/ge/extensions/career/modules/vehicleShopping.lua

  newVeh:queueLuaCommand(string.format("partCondition.initConditions(nil, %d, nil, %f) obj:queueGameEngineLua('career_modules_vehicleShopping.onVehicleSpawnFinished(%d)')", vehicleInfo.Mileage, getVisualValueFromMileage(vehicleInfo.Mileage), newVeh:getID()))
  return newVeh
@/lua/ge/ge_utils.lua
  local geluaCommand = string.format('local args = %s; %s(unpack(args, 1, table.maxn(args)))', 'deserialize(%q)', geluaFunctionName)
  local cmd = string.format('obj:queueGameEngineLua(string.format(%q, serialize({%s, unpack(%s)})))', geluaCommand, vluaCommand, serialize({...}))
  veh:queueLuaCommand(cmd)
@/lua/vehicle/extensions/tech/adasUltrasonic.lua
      electrics.values.parkassist = 1
      obj:queueGameEngineLua("extensions.tech_adasUltrasonic.runUpdate(1)")
      return
  if blindSpots then
    obj:queueGameEngineLua("extensions.tech_adasUltrasonic.runUpdate(0)")
  end
@/lua/vehicle/extensions/tech/CANBus/ButtonBox.lua
  end
  obj:queueGameEngineLua(string.format("core_input_virtualInput.emit(%d, %q, %d, %q, %.3f)", virtualInputDeviceInstance, objType, objInstance, action, value))
end
  log("I", "ButtonBox.requestExistingVirtualInput", "Requesting existing virtual input device for vidpid: " .. virtualInputVidPid)
  obj:queueGameEngineLua(cmdString)
end
  log("I", "ButtonBox.registerNewVirtualInput", "Registering new virtual input device for vidpid: " .. virtualInputVidPid)
  obj:queueGameEngineLua(cmdString)
end
  local cmdString = string.format(cmdStringTemplate, deviceInstance)
  obj:queueGameEngineLua(cmdString)
end
@/lua/ge/extensions/flowgraph/nodes/vehicle/ai/simpleFollowDecalroad.lua
  self.receivedInfo = false
  be:queueAllObjectLua('obj:queueGameEngineLua("extensions.hook(\\"onVehicleSubmitInfo\\","..tostring(objectId)..","..serialize(ai.scriptState())..")")')
end
@/lua/vehicle/bullettime.lua
local function set(v)
  obj:queueGameEngineLua('simTimeAuthority.set('..tostring(1/v)..')')
end
local function selectPreset(v)
  obj:queueGameEngineLua('simTimeAuthority.selectPreset('..dumps(v)..')')
end
  deprecated()
  obj:queueGameEngineLua('simTimeAuthority.requestValue()')
end
@/lua/vehicle/powertrain/electricMotor.lua
  device.soundConfiguration[reference].blendFile = samplePath
  obj:queueGameEngineLua(string.format("core_sounds.initEngineSound(%d,%d,%q,%s,%f,%f)", objectId, soundID, samplePath, serialize(engineNodeIDs), offLoadGain, onLoadGain))
  device.soundConfiguration[reference].soundID = soundID
  obj:queueGameEngineLua(string.format("core_sounds.setEngineSoundParameterList(%d,%d,%s)", objectId, soundID, serialize(params)))
end
@/lua/vehicle/powertrain/combustionEngine.lua

  obj:queueGameEngineLua(string.format("core_sounds.initEngineSound(%d,%d,%q,%s,%f,%f)", objectId, soundID, samplePath, serialize(engineNodeIDs), offLoadGain, onLoadGain))
end

  obj:queueGameEngineLua(string.format("core_sounds.initExhaustSound(%d,%d,%q,%s,%f,%f)", objectId, soundID, samplePath, serialize(exhaustNodeIDPairs), offLoadGain, onLoadGain))
end

  obj:queueGameEngineLua(string.format("core_sounds.setExhaustSoundNodes(%d,%d,%s)", objectId, soundID, serialize(exhaustNodeIDPairs)))
end
  params[paramName] = paramValue
  obj:queueGameEngineLua(string.format("core_sounds.setEngineSoundParameter(%d,%d,%q,%f)", objectId, soundID, paramName, paramValue))
end
  device.soundConfiguration[reference].soundID = soundID
  obj:queueGameEngineLua(string.format("core_sounds.setEngineSoundParameterList(%d,%d,%s)", objectId, soundID, serialize(params)))

--local command = "obj:queueGameEngineLua(string.format('scenarios.getScenario().wheelDataCallback(%s)', serialize({wheels.wheels[0].absActive, wheels.wheels[0].angularVelocity, wheels.wheels[0].angularVelocityBrakeCouple}))"
@/lua/ge/extensions/editor/suspensionAudioDebug.lua
  if editor.beginWindow(wndName, wndName) then
    veh:queueLuaCommand('obj:queueGameEngineLua("editor_suspensionAudioDebug.beamSounds =" .. serialize(sounds.getBeamSounds()))')
@/lua/vehicle/extensions/utRecorder.lua
  }
  obj:queueGameEngineLua("extensions.test_utRecorder.onVehicleData(" .. obj:getId() .. "," .. serialize(d) .. ")")
end
@/lua/ge/extensions/core/checkpoints.lua
  -- Queued for round trip to allow setpositionrotation to take effect
  local callbackCommand = string.format('obj:queueGameEngineLua("if getObjectByID('..vehId..') then getObjectByID('..vehId..'):autoplace(false); core_checkpoints.completeReset(%u,%s) end")', vehId, "'"..vehicleName.."'")
  vehicle:queueLuaCommand(callbackCommand)
@/lua/ge/extensions/tech/pythonExport.lua
    local data = { rot = rot }
    obj:queueGameEngineLua(
      string.format('extensions.tech_pythonExport.getFullConfigVehicleCallback(%d, %q)', obj:getID(), lpack.encode(data))
@/lua/vehicle/extensions/escCalibration.lua
local function setMaxPhysicsSpeed(enable)
  obj:queueGameEngineLua("be:setPhysicsSpeedFactor(" .. (enable and 1 or 0) .. ")")
end
@/lua/common/jbeam/sections/camera.lua
    if obj then
      obj:queueGameEngineLua("extensions.load('core_vehicleMirrors')")
    else
@/lua/ge/extensions/career/modules/vehiclePerformance.lua

      getObjectByID(vehId):queueLuaCommand('damageTracker.registerDamageUpdateCallback(function(damageData, damageDataDelta) obj:queueGameEngineLua("career_modules_vehiclePerformance.onVehicleDamaged(" .. serialize(damageData) .. ", " .. serialize(damageDataDelta) .. ")") end)')
@/lua/vehicle/beamstate.lua
local function sendObjectCouplingChange()
  obj:queueGameEngineLua(string.format("onObjectCouplingChange(%s,%s)", objectId, serialize(attachedCouplers)))
end
      obj:detachCoupler(val.cid, 0)
      obj:queueGameEngineLua(string.format("onCouplerDetach(%s,%s)", obj:getId(), val.cid))
    end
  if objectId < obj2id then
    obj:queueGameEngineLua(string.format("onCouplerAttached(%s,%s,%s,%s)", objectId, obj2id, nodeId, obj2nodeId))
  end
  if objectId < obj2id then
    obj:queueGameEngineLua(string.format("onCouplerDetached(%s,%s,%s,%s)", objectId, obj2id, nodeId, obj2nodeId))
  end
@/lua/vehicle/extensions/tech/techCore.lua
  local cmd = 'extensions.hook("onVehicleInfoReady", ' .. tostring(obj:getID()) .. ', ' .. serialize(info) .. ')'
  obj:queueGameEngineLua(cmd)
end
  local cmd = 'extensions.hook("onVehicleConnectionReady", ' .. tostring(obj:getID()) .. ', ' .. tostring(port) .. ')'
  obj:queueGameEngineLua(cmd)
end
  cmd = 'getObjectByID(' .. obj:getID() .. '):setColor(' .. cmd .. ')'
  obj:queueGameEngineLua(cmd)
  request:sendACK('ColorSet')
  local targetName = request['target']
  obj:queueGameEngineLua('scenetree.findObjectById(' .. obj:getID() .. '):queueLuaCommand("ai.setTargetObjectID(" .. scenetree.findObject(\'' .. targetName .. '\'):getID() .. ")")')
  request:sendACK('AiTargetSet')
@/lua/ge/extensions/flowgraph/nodes/vehicle/ai/scriptAI/followPath.lua
    end
    be:queueAllObjectLua('obj:queueGameEngineLua("extensions.hook(\\"onVehicleSubmitInfo\\","..tostring(objectId)..","..serialize(ai.scriptState())..",'..self.id..')")')
  end
@/lua/vehicle/input.lua
        if filter ~= M.lastFilterType then
          obj:queueGameEngineLua(string.format('extensions.telemetry_core.startActivity("controlsUsed", {method = "%s"})', FILTER_NAME[filter]))
          M.lastFilterType = filter
@/lua/vehicle/controller/tech/screens.lua

  obj:queueGameEngineLua([[
    extensions.load("tech_multiscreen")
      tostring(screen.borderless))
    obj:queueGameEngineLua(queueString)
  end
@/lua/vehicle/extensions/gameplayInterfaceModules/interactAI.lua
    BeamEngine:queueAllObjectLua('ai.setMode("stop")')
    obj:queueGameEngineLua("extensions.gameplay_traffic.deactivate()")
    obj:queueGameEngineLua('extensions.hook("trackAIAllVeh", "disabled")')
    obj:queueGameEngineLua("extensions.gameplay_traffic.deactivate()")
    obj:queueGameEngineLua('extensions.hook("trackAIAllVeh", "disabled")')
    BeamEngine:queueAllObjectLuaExcept('ai.setRacing(false)', objectId)
    BeamEngine:queueAllObjectLuaExcept('ai.setRacing(false)', objectId)
    obj:queueGameEngineLua('extensions.hook("trackAIAllVeh", "random")')
    BeamEngine:queueAllObjectLuaExcept('ai.setRacing(false)', objectId)
    obj:queueGameEngineLua('extensions.hook("trackAIAllVeh", "flee")')
    BeamEngine:queueAllObjectLuaExcept('ai.setRacing(false)', objectId)
    obj:queueGameEngineLua('extensions.hook("trackAIAllVeh", "chase")')
    BeamEngine:queueAllObjectLuaExcept('ai.setRacing(false)', objectId)
    obj:queueGameEngineLua('extensions.hook("trackAIAllVeh", "follow")')
@/lua/ge/extensions/flowgraph/modules/vehicleModule.lua
    -- instantly get the damage tracker
    --veh:queueLuaCommand('damageTracker.registerDamageUpdateCallback(function(a,b) obj:queueGameEngineLua("core_flowgraphManager.getManagerByID('..self.mgr.id..'):broadcastCall(\'onVehiclePartDamageTracker\',"..obj:getId()..","..dumps(a)..","..dumps(b)..")") end)')
  end
@/lua/vehicle/extensions/tech/idealRADARSensor.lua

  obj:queueGameEngineLua(string.format("tech_sensors.updateIdealRADARLastReadings(%q)", lpack.encode(readingsData)))
    local adHocData = { requestId = adHocRequestId, reading = data.readings }
    obj:queueGameEngineLua(string.format("tech_sensors.updateIdealRADARAdHocRequest(%q)", lpack.encode(adHocData)))
  end
@/lua/vehicle/extensions/escMeasurement.lua
  --print(" === killswitch ===")
  obj:queueGameEngineLua("util_calibrateESC.vehicleDone()")
end
local function watchdogHeartbeat()
  obj:queueGameEngineLua("util_calibrateESC.heartbeat()")
end
  speedFactor = enable and highSpeedFactor or 0
  obj:queueGameEngineLua("be:setPhysicsSpeedFactor(" .. speedFactor .. ")")
end
@/lua/vehicle/controller/beamNavigator.lua
  htmlTexture.create(screenMaterialName, htmlFilePath, textureWidth, textureHeight, textureFPS, "automatic")
  obj:queueGameEngineLua(string.format("extensions.ui_uinavi.requestVehicleDashboardMap(%q, nil, %d)", screenMaterialName, obj:getID()))
  if jbeamData.bootscreenImage then
@/lua/vehicle/extensions/tech/vehiclePOI.lua
    numWheels = ctr - 1 }
  obj:queueGameEngineLua(string.format("%s(%q)", callback, lpack.encode(cData)))
end
@/lua/vehicle/mapmgr.lua

  obj:queueGameEngineLua("extensions.hook('onVehicleMapmgrUpdate', "..tostring(objectId)..")")
end
local function requestMap()
  obj:queueGameEngineLua(string.format('map.request(%s,%s)', objectId, mapBuildSerial))
end

  obj:queueGameEngineLua(buf)
local function enableTracking(name)
  obj:queueGameEngineLua(stringFormat('map.setNameForId(%s, %s)', name and '"'..name..'"' or objectId, objectId))
  M.sendTracking = sendTracking
@/lua/ge/extensions/editor/vehicleEditor/liveEditor/veGeneralData.lua
      data.damage = beamstate.damage
      obj:queueGameEngineLua("vEditor.generalData =" .. serialize(data))]])
@/lua/ge/extensions/editor/scriptAIEditor.lua
              if editor.uiIconImageButton(editor.icons.stop, im.ImVec2(21, 21), nil, nil, nil, 'stopRecordingScript') then
                scenetree.findObject(veh.vid):queueLuaCommand('obj:queueGameEngineLua("extensions.hook(\\"onVehicleSubmitRecording\\","..tostring(objectId)..","..serialize(ai.stopRecording())..")")')
                stopExecute()
@/lua/vehicle/scriptai.lua
      obj:requestReset(RESET_PHYSICS)
      obj:queueGameEngineLua("getObjectByID(" .. tostring(obj:getId()) .. "):resetBrokenFlexMesh()")
      local rot = quatFromDir(dir:cross(up):cross(up), up)
      local rot = quatFromDir(dir:cross(up):cross(up), up)
      obj:queueGameEngineLua("getObjectByID(" .. obj:getId() .. "):autoplace(false);vehicleSetPositionRotation(" .. obj:getId() .. "," .. pos.x .. "," .. pos.y .. "," .. pos.z .. "," .. rot.x .. "," .. rot.y .. "," .. rot.z .. "," .. rot.w .. ")")
    end
@/lua/vehicle/recovery.lua
      local rot = quatFromDir(dirFront, dirUp)
      obj:queueGameEngineLua("spawn.safeTeleport(getObjectByID("..obj:getId().."), vec3("..recPoint.pos.x..","..recPoint.pos.y..","..recPoint.pos.z.."), quat("..rot.x..","..rot.y..","..rot.z..","..rot.w.."), nil, nil, " .. tostring(moveTraffic) ..  ")")
    else
      end
      obj:queueGameEngineLua("vehicleSetPositionRotation("..obj:getId()..","..recPoint.pos.x..","..recPoint.pos.y..","..recPoint.pos.z..","..rot.x..","..rot.y..","..rot.z..","..rot.w..")")
    end
  obj:requestReset(RESET_PHYSICS)     -- fix vehicle + reset velocity
  obj:queueGameEngineLua('getObjectByID('..tostring(obj:getId())..'):resetBrokenFlexMesh()')
  setRecoveryPoint(M.homePoint, true, moveTraffic)
  --obj:setMeshNameAlpha(1, "", true) -- show everything again
  obj:queueGameEngineLua('getObjectByID('..tostring(obj:getId())..'):resetBrokenFlexMesh()')
  obj:queueGameEngineLua('be.nodeGrabber:clearVehicleFixedNodes('..tostring(obj:getId())..')')
  obj:queueGameEngineLua('getObjectByID('..tostring(obj:getId())..'):resetBrokenFlexMesh()')
  obj:queueGameEngineLua('be.nodeGrabber:clearVehicleFixedNodes('..tostring(obj:getId())..')')
  setRecoveryPoint(lastRecoveryPoint, true)
  if not isFreeCamActive then
    obj:queueGameEngineLua("commands.setGameCamera()")
  end
    rewindPosition = true
    obj:queueGameEngineLua('be:queueObjectLua('..tostring(obj:getId())..', "if recovery.getFreeCamActiveFlag() ~= nil then recovery.setFreeCamActiveFlag(" .. tostring(commands.isFreeCamera()) .. ") end") commands.setFreeCamera()')
    snapshotTimeSmoother:set(1)
      camRot:setFromDir(tempVec, upVector)
      obj:queueGameEngineLua("core_camera.setPosRot(0, "..camPos.x..","..camPos.y..","..camPos.z..","..camRot.x..","..camRot.y..","..camRot.z..","..camRot.w..")")
    end
@/lua/vehicle/extensions/tech/mesh.lua
    local adHocData = { requestId = adHocRequestId, reading = latestReading }
    obj:queueGameEngineLua(string.format("tech_sensors.updateMeshAdHocRequest(%q)", lpack.encode(adHocData)))
  end
@/lua/ge/extensions/editor/engineAudioDebug.lua
      names = serialize(names);
      obj:queueGameEngineLua(string.format('editor_engineAudioDebug.engine.engineSoundData = %s; editor_engineAudioDebug.engine.engineNameStrings = %s', data, names))]])
  end
          names = serialize(names);
          obj:queueGameEngineLua(string.format('editor_engineAudioDebug.engine.engineSoundData = %s; editor_engineAudioDebug.engine.engineNameStrings = %s', data, names))]])
          veh:showEngineDirection(selectedEngineData.data.soundID, showExhaustDirection[0])
@/lua/ge/extensions/editor/vehicleEditor/liveEditor/veAeroDebug.lua

    vEditor.vehicle:queueLuaCommand('obj:queueGameEngineLua("vEditor.aeroData =" .. serialize(extensions.aeroDebug.getAeroData()))')
@/lua/vehicle/extensions/tech/roadsSensor.lua

  obj:queueGameEngineLua(string.format("tech_sensors.updateRoadsSensorLastReadings(%q)", lpack.encode(readingsData)))
    local adHocData = { requestId = adHocRequestId, reading = data.readings }
    obj:queueGameEngineLua(string.format("tech_sensors.updateRoadsSensorAdHocRequest(%q)", lpack.encode(adHocData)))
  end
@/lua/vehicle/extensions/tech/advancedIMU.lua
  local rawReadingsData = { sensorId = sensorId, reading = data.rawReadings }
  obj:queueGameEngineLua(string.format("tech_sensors.updateAdvancedIMULastReadings(%q)", lpack.encode(rawReadingsData)))
    local adHocData = { requestId = adHocRequestId, reading = data.rawReadings }
    obj:queueGameEngineLua(string.format("tech_sensors.updateAdvancedIMUAdHocRequest(%q)", lpack.encode(adHocData)))
  end
@/lua/vehicle/extensions/tech/vehicleSearcher.lua
  local cData = { wheels = whData, electrics = elData, powertrain = pProc }
  obj:queueGameEngineLua(string.format("editor_cosimulationSignalEditor.updateCollectedVehicleData(%q)", lpack.encode(cData)))
end
@/lua/vehicle/extensions/tech/platooning.lua
  local vehiclesData = {leaderID = leaderID, vehicleID = vid}
  obj:queueGameEngineLua(string.format("tech_platoonFunctions.removeVehicleFromPlatoon(%q)", lpack.encode(vehiclesData)))
  ai.setMode('manual')
@/ui/ui-vue/mockdata/inputBindings.js
                "onUp": "recovery.stopRecovering()",
                "onDown": "obj:queueGameEngineLua('extensions.hook(\"trackVehReset\")') recovery.startRecovering()",
                "order": 2,
                "onUp": "recovery.stopRecovering()",
                "onDown": "obj:queueGameEngineLua('extensions.hook(\"trackVehReset\")') recovery.startRecovering(true)",
                "order": 3,
                "title": "ui.inputActions.gameplay.loadHome.title",
                "onDown": "obj:queueGameEngineLua('extensions.hook(\"trackVehReset\")') recovery.loadHome()",
                "order": 91,
@/lua/ge/extensions/flowgraph/nodes/vehicle/ai/getAIMode.lua
function C:getCmd()
  return 'obj:queueGameEngineLua("local n = core_flowgraphManager.getManagerGraphNode('..self.mgr.id..', '..self.graph.id..', '..self.id..') if n then n:getAIMode(\'"..ai.getState().mode.."\') end")'
end
@/lua/ge/extensions/editor/vehicleEditor/liveEditor/vePowerTrain.lua
    vEditor.vehicle:queueLuaCommand([[
      obj:queueGameEngineLua("vEditor.powertrainDevices =" .. powertrain.serializeDevicesInfo())]])
    if vEditor.powertrainDevices and not tableIsEmpty(vEditor.powertrainDevices) then
    vEditor.powertrainDevices = nil
    vEditor.vehicle:queueLuaCommand('obj:queueGameEngineLua("vEditor.resetDeviceString = true")')
  end
@/lua/vehicle/controller/sbrGauges.lua
      htmlTexture.call(gaugesScreenName, "setUnits", {unitType = unitType})
      obj:queueGameEngineLua(string.format('extensions.ui_uiNavi.requestVehicleDashboardMap(%q, "initMap", %d)', gaugesScreenName, obj:getID()))
    else
@/lua/common/guihooks.lua
    local command = string.format('extensions.hook("onGeLuaStreamsFromVehicleTest", %q)', lpack.encode(streams))
    obj:queueGameEngineLua(command)
  end
@/lua/vehicle/extensions/gameplayStatistic.lua
local function metricAdd(name,value,aggregate)
  obj:queueGameEngineLua("gameplay_statistic.metricAdd("..dumps(name)..","..tostring(value)..","..tostring(aggregate)..")")
end
local function metricSet(name,value,aggregate)
  obj:queueGameEngineLua("gameplay_statistic.metricSet("..dumps(name)..","..tostring(value)..","..tostring(aggregate)..")")
end
@/lua/ge/extensions/editor/scriptAIManager.lua
local function stopRecording(bo, vehId)
  bo:queueLuaCommand('obj:queueGameEngineLua("extensions.hook(\\"onVehicleSubmitRecording\\","..tostring(objectId)..","..serialize(ai.stopRecording())..")")')
  vehState[vehId] = 'idle'
  if editor.beginWindow(toolWindowName, "Script AI Manager") then
    be:queueAllObjectLua('obj:queueGameEngineLua("extensions.hook(\\"onVehicleSubmitInfo\\","..tostring(objectId)..","..serialize(ai.scriptState())..")")')
    local objMax = be:getObjectCount()-1
@/lua/vehicle/extensions/core/quickAccess.lua

  obj:queueGameEngineLua("core_quickAccess.vehicleItemsCallback(" .. objectId .. "," .. serialize(level) .. "," .. serialize(menuTreeCopy) .. ")")
  return true
    if actionCallbackCountdown <= 0 then
      obj:queueGameEngineLua("core_quickAccess.vehicleItemSelectCallback(" .. obj:getId() .. "," .. serialize(actionCallbackArgs) .. ")")
      actionCallbackCountdown = nil
  end
  obj:queueGameEngineLua("core_quickAccess.vehicleItemSelectCallback(" .. objectId .. "," .. serialize(args) .. ")")
end
@/lua/ge/extensions/flowgraph/modules/aiRecordingModule.lua
      -- schedule the recording to be stopped and be sent from the vehicle to this module
      veh:queueLuaCommand('obj:queueGameEngineLua("extensions.hook(\\"onVehicleSubmitRecordingForMission\\","..tostring(objectId)..","..serialize(ai.stopRecording())..")")')
    end
@/lua/vehicle/controller/gauges/customModules/navigationData.lua
  gaugeHTMLTexture = htmlTexture
  obj:queueGameEngineLua(string.format('extensions.ui_uiNavi.requestVehicleDashboardMap(%q, "initMap", %d)', gaugeHTMLTexture.webViewTag, obj:getID()))
end
@/lua/vehicle/extensions/dynoClient.lua
    local l = "getObjectByID("..objId.."):queueJSUITexture('"..textureName.."', '"..jsFunc.."(" .. js .. ");')"
    obj:queueGameEngineLua(l)
end
@/lua/vehicle/partCondition.lua
      local paintDataCmd = string.format("getObjectByID(%d):setMeshPaintData(%q, ColorI(%d,%d,%d,%d), ColorI(%d,%d,%d,%d), ColorI(%d,%d,%d,%d))", objectId, split[3], paintData1Roughness * 255, paintData1Metallic * 255, paintData1Clearcoat * 255, paintData1ClearcoatRoughness * 255, paintData2Roughness * 255, paintData2Metallic * 255, paintData2Clearcoat * 255, paintData2ClearcoatRoughness * 255, paintData3Roughness * 255, paintData3Metallic * 255, paintData3Clearcoat * 255, paintData3ClearcoatRoughness * 255)
      obj:queueGameEngineLua(colorCmd)
      obj:queueGameEngineLua(paintDataCmd)
      obj:queueGameEngineLua(colorCmd)
      obj:queueGameEngineLua(paintDataCmd)
    end
@/lua/vehicle/extensions/gameplayInterface.lua
  local cmdString = string.format("%s(%d, %d, %q)", callbackString, objectId, requestId, serialize(data))
  obj:queueGameEngineLua(cmdString)
end
@/lua/ge/extensions/career/modules/inventory.lua
    inventoryIdAfterUpdatingPartConditions = inventoryId
    vehicle:queueLuaCommand(string.format("if not partCondition.getConditions() then partCondition.initConditions() end obj:queueGameEngineLua('career_modules_inventory.updatePartConditions(%d, %d)')", vehId, inventoryId))
@/lua/ge/extensions/editor/vehicleEditor/liveEditor/veJBeamPicker.lua
  local vehCmdString = '"editor_vehicleEditor_liveEditor_veJBeamPicker.nodeDataFromVELua[' .. id .. '].' .. varName .. ' =" .. ' .. luaFunction
  be:queueObjectFastLua(vEditor.vehicle:getID(), "obj:queueGameEngineLua(" .. vehCmdString .. ")")
end
  local vehCmdString = '"editor_vehicleEditor_liveEditor_veJBeamPicker.beamDataFromVELua[' .. id .. '].' .. varName .. ' =" .. ' .. luaFunction
  be:queueObjectFastLua(vEditor.vehicle:getID(), "obj:queueGameEngineLua(" .. vehCmdString .. ")")
end
@/lua/ge/extensions/campaign/exploration.lua
        veh:setTransform(transform)
        veh:queueLuaCommand('obj:queueGameEngineLua("if getObjectByID('..playerId..') then getObjectByID('..playerId..'):autoplace(false) end")')
        simTimeAuthority.set(1)
@/lua/ge/extensions/flowgraph/nodes/vehicle/special/customVehicleGetter.lua
function C:getCmd()
  return 'obj:queueGameEngineLua("local n = core_flowgraphManager.getManagerGraphNode('..self.mgr.id..', '..self.graph.id..', '..self.id..') if n then n:returnValue(\'"..serialize('..self.data.fun..').."\') end")'
end
@/lua/vehicle/sounds.lua
local function updateCabinFilter()
  obj:queueGameEngineLua(string.format("core_sounds.setCabinFilterStrength(%d, %f)", obj:getID(), clamp(cabinFilterCoef, 0, 1)))
  -- print(string.format("%d: Setting Cabin Filter -> %f", objectId, clamp(cabinFilterCoef, 0, 1)))
@/lua/vehicle/extensions/test/ffbCalibration.lua
local function finish()
  obj:queueGameEngineLua("be:setPhysicsSpeedFactor(0)")
  if data ~= nil then
  end
  obj:queueGameEngineLua(string.format("test_ffbCalibration.onFFBCalibrationFinished(%q)", lpack.encode(data)))
  data = nil
  if fastmotion then
    obj:queueGameEngineLua("be:setPhysicsSpeedFactor(100)")
  end