stopRecovering
Definition
-- @/lua/vehicle/recovery.lua:182
local function stopRecovering()
material.forceReset() --here on purpurse, it get called a second type on key up and then it fixed what ever material was stuck
if M.updateGFX == updateGFXRecord then return end
M.updateGFX = updateGFXRecord
--obj:setMeshNameAlpha(1, "", true) -- show everything again
obj:queueGameEngineLua('getObjectByID('..tostring(obj:getId())..'):resetBrokenFlexMesh()')
obj:queueGameEngineLua('be.nodeGrabber:clearVehicleFixedNodes('..tostring(obj:getId())..')')
setRecoveryPoint(lastRecoveryPoint, true)
lastRecoveryPoint = nil
if M.recoveryPoints:is_empty() then
guihooks.message("vehicle.recovery.end", 5, "recovery")
else
if snapshotTimeSmoother:value() > 0.9 then
guihooks.message("vehicle.recovery.quick", 7, "recovery")
else
guihooks.message("vehicle.recovery.recovered", 3, "recovery")
end
end
if not isFreeCamActive then
obj:queueGameEngineLua("commands.setGameCamera()")
end
setFreeCamActiveFlag(nil)
rewindPosition = false
end
Callers
@/lua/vehicle/extensions/tech/techCore.lua
recovery.startRecovering()
recovery.stopRecovering()
@/lua/vehicle/recovery.lua
if M.recoveryPoints:is_empty() then
stopRecovering()
return
@/lua/ge/extensions/gameplay/discover/newPlayerExperience.lua
label = 'ui.inputActions.gameplay.recover_vehicle.title',
onClick = "getPlayerVehicle(0):queueLuaCommand('recovery.startRecovering() recovery.stopRecovering()')",
},
@/ui/ui-vue/mockdata/inputBindings.js
"title": "ui.inputActions.gameplay.recover_vehicle.title",
"onUp": "recovery.stopRecovering()",
"onDown": "obj:queueGameEngineLua('extensions.hook(\"trackVehReset\")') recovery.startRecovering()",
"title": "ui.inputActions.gameplay.recover_vehicle_alt.title",
"onUp": "recovery.stopRecovering()",
"onDown": "obj:queueGameEngineLua('extensions.hook(\"trackVehReset\")') recovery.startRecovering(true)",