loadHome
Definition
-- @/lua/vehicle/recovery.lua:149
local function loadHome(moveTraffic)
if M.homePoint == nil then return end
obj:requestReset(RESET_PHYSICS) -- fix vehicle + reset velocity
obj:queueGameEngineLua('getObjectByID('..tostring(obj:getId())..'):resetBrokenFlexMesh()')
setRecoveryPoint(M.homePoint, true, moveTraffic)
guihooks.message("vehicle.recovery.loadHome", 5, "recovery")
end
Callers
@/lua/ge/extensions/core/hotlapping.lua
if respawn then
veh:queueLuaCommand('recovery.loadHome()')
end
@/ui/ui-vue/mockdata/inputBindings.js
"title": "ui.inputActions.gameplay.loadHome.title",
"onDown": "obj:queueGameEngineLua('extensions.hook(\"trackVehReset\")') recovery.loadHome()",
"order": 91,
@/lua/ge/extensions/editor/trafficManager.lua
else
currVeh:queueLuaCommand('recovery.loadHome()')
end
if scenetree.objectExists(id) and not data.locked then
getObjectByID(data.id):queueLuaCommand('recovery.loadHome()')
createVehicleData(data.id)
@/ui/modules/apps/Traffic/app.js
bngApi.engineLua(`core_vehicle_manager.reloadAllVehicles()`)
bngApi.engineLua(`be:queueAllObjectLua("recovery.loadHome(false)")`)
}
@/lua/ge/extensions/gameplay/police.lua
if reset then
getObjectByID(v):queueLuaCommand("recovery.loadHome()")
end
@/lua/ge/extensions/core/quickAccess.lua
extensions.hook('trackVehReset')
playerVeh:queueLuaCommand("recovery.loadHome()")
return {'hide'}