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getConditions

Definition


-- @/lua/vehicle/partCondition.lua:489

local function getConditions()
  if not hasExecutedInitWork then
    preparePartData()
  end

  if tableIsEmpty(hasSetPartCondition) then
    return false
  end

  local result = {}
  for partId, _ in pairs(activeParts) do
    xpcall(
      function()
        result[partId] = getCondition(partId)
        --log("I", "partCondition.getConditions", string.format("Got condition for partId %25s: ", partId) .. string.sub(serialize(result[partId]), 1, 100))
      end,
      function(err)
        log("E", "partCondition.getConditions", "Unable to get condition for partId " .. dumps(partId) .. ":")
        log("E", "partCondition.getConditions", err)
        log("E", "partCondition.getConditions", debug.traceback())
      end
    )
  end
  return result
end

Callers

@/lua/ge/extensions/core/vehicle/partmgmt.lua
    if playerVehicle then
      queueCallbackInVehicle(playerVehicle, "extensions.core_vehicle_partmgmt.savePartConfigFileStage2", "partCondition.getConditions("..serialize(filename)..")")
    end
@/lua/vehicle/beamstate.lua
  local up = obj:getDirectionVectorUp()
  local vehicleState = {objId = obj:getId(), partsCondition = partCondition.getConditions(), itemId = v.config.itemId, pos = pos, front = front, up = up}
  return vehicleState, ...
@/lua/ge/extensions/career/modules/partShopping.lua
  function()
    queueCallbackInVehicle(getCurrentVehicleObj(), "career_modules_partShopping.updatePreviewVehicle", "partCondition.getConditions()")
  end
@/lua/ge/extensions/career/modules/partInventory.lua
  local vehicleObj = getObjectByID(vehObjId)
  queueCallbackInVehicle(vehicleObj, "career_modules_partInventory.changedPartsCallback", "partCondition.getConditions()", inventoryId)
end
@/lua/vehicle/extensions/gameplayInterfaceModules/interactPartCondition.lua

local function getConditions(params)
  local dataTypeCheck, dataTypeError = checkTableDataTypes(params, {})
  end
  return {result = partCondition.getConditions()}
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/vehicle/partCondition.lua
local function createConditionSnapshot(snapshotKey)
  local snapshotData = M.getConditions()
  if not snapshotData or not snapshotKey then
  end
  local data = M.getConditions()