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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'}