getPathLevelMain
Definition
-- @/lua/common/utils.lua:1097
path.getPathLevelMain = function(levelName)
return sanitizePath('/levels/'..levelName..'/main.level.json')
end
Callers
@/lua/ge/extensions/scenario/scenariosLoader.lua
-- improve the data a little bit
scenarioData.mission = path.getPathLevelMain(scenarioData.levelName)
@/lua/ge/server/server.lua
local levelName = path.levelFromPath(levelPath)
levelPath = path.getPathLevelMain(levelName)
end
local levelName = path.levelFromPath(levelPath)
local json_main = path.getPathLevelMain(levelName)
if FS:fileExists(json_main) then
@/lua/ge/extensions/util/precompileVehicles.lua
log('I', logTag, string.format('Will precompile data for %d vehicles.', #vehicles))
freeroam_freeroam.startFreeroam(path.getPathLevelMain('smallgrid'))
end
@/lua/ge/extensions/career/career.lua
spawn.preventPlayerSpawning = true
freeroam_freeroam.startFreeroam(path.getPathLevelMain(levelToLoad), nil, false, nil, function()
toggleCareerModules(true)
deactivateCareer(saveCareer)
freeroam_freeroam.startFreeroam(path.getPathLevelMain(getCurrentLevelIdentifier()))
end
@/lua/ge/extensions/editor/api/core.lua
local levelName = path.levelFromPath(levelPath)
setMissionFilename(path.getPathLevelMain(levelName))
editor.saveLevel()
local levelName = path.levelFromPath(editor.levelPath)
setMissionFilename(path.getPathLevelMain(levelName))
counter = counter + 1
@/lua/ge/extensions/gameplay/missions/missionManager.lua
else
level = path.getPathLevelMain(v.levelName)
end
@/lua/ge/extensions/util/saveDynamicData.lua
local testLevel = path.getPathLevelMain("autotest")
@/lua/ge/main.lua
if getMissionFilename() == "" then
freeroam_freeroam.startFreeroam(path.getPathLevelMain("smallgrid"))
extensions.load('editor_flowgraphEditor')
editor_flowgraphEditor.requestedEditor = true
--core_levels.startLevel(path.getPathLevelMain("smallgrid"))
end
@/lua/ge/extensions/campaign/exploration.lua
if levelMissionFile ~= loadedMissionFile then
local levelPath = string.lower(path.getPathLevelMain(levelName))
state.pendingSpawningData = spawningData
@/lua/ge/extensions/core/levels.lua
local newSceneTreeEntry = d .. '/main/'
local oldMainFile = path.getPathLevelMain(l.levelName)
if FS:directoryExists(newSceneTreeEntry) then
@/lua/ge/extensions/gameplay/garageMode.lua
local levelName = "garage_v2"
local garageLevelPath = path.getPathLevelMain("garage_v2")
local testLevelPath = path.getPathLevelMain("gridmap_v2")
local garageLevelPath = path.getPathLevelMain("garage_v2")
local testLevelPath = path.getPathLevelMain("gridmap_v2")
local ceilingZPos = 108.1
@/lua/ge/extensions/scenario/quickRaceLoader.lua
end
newLevel.mission = path.getPathLevelMain(levelName)
@/lua/ge/extensions/flowgraph/nodes/util/loadLevel.lua
-- scenarioData.mission = path.getPathLevelMain(scenarioData.levelName)
if self.state == 1 then
@/lua/ge/extensions/util/stepHandler.lua
else
core_levels.startLevel(path.getPathLevelMain(v.levelName))
foundLevel = true
@/lua/ge/extensions/util/precompileShaders.lua
else
core_levels.startLevel(path.getPathLevelMain(v.levelName))
end