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tableSizeC

Definition


-- @/lua/common/utils.lua:721

-- counts the 0 elemnet as well if existing (Lua tables start with 1)
function tableSizeC(tbl)
  return #tbl + (tbl[0] == nil and 0 or 1)
end

Callers

@/lua/ge/extensions/gameplay/speedTrapLeaderboards.lua
  -- if there is enough room still, add the current record
  if tableSizeC(speedTrapLeaderboard) < leaderboardSize then
    table.insert(speedTrapLeaderboard, createEntry(playerSpeed, overSpeed, veh))
@/lua/vehicle/extensions/tech/mesh.lua
  local nodes = v.data.nodes
  for i = 0, tableSizeC(nodes) - 1 do
    partOrigins[i] = nodes[i].partOrigin
@/lua/vehicle/props.lua

  propEnd = tableSizeC(props) - 1
  if propEnd < 0 then
@/lua/ge/extensions/core/settings/settings.lua
      v.dict = {}
      for i = 0, tableSizeC(v.keys) - 1 do
        v.dict[v.keys[i]] = v.values[i]
@/lua/vehicle/controller/pneumatics.lua
  local beams = v.data.beams
  for i = 0, tableSizeC(beams) - 1 do
    local v = beams[i]
@/lua/common/jbeam/sections/wheels.lua
  if vehicle[wheelSection] ~= nil then
    for k = 0, tableSizeC(vehicle[wheelSection]) - 1 do
      local v = vehicle[wheelSection][k]
  if vehicle.rotators ~= nil then
    for rotId = 0, tableSizeC(vehicle.rotators) - 1 do
      local rotData = vehicle.rotators[rotId]
  local wheelId = 0
  for wheelKey = 0, tableSizeC(vehicle.wheels) - 1 do
    local wheel = vehicle.wheels[wheelKey]
@/lua/vehicle/bdebugImpl.lua
      local lineLen = M.state.vehicle.steeringGeometryLineLength
      for i = 0, tableSizeC(v.data.wheels) - 1 do
        local w = v.data.wheels[i]
  log('D', 'bdebugImpl.init', 'init')
  nodesCount = v.data.nodes and tableSizeC(v.data.nodes) or 0
  beamsCount = v.data.beams and tableSizeC(v.data.beams) or 0
  nodesCount = v.data.nodes and tableSizeC(v.data.nodes) or 0
  beamsCount = v.data.beams and tableSizeC(v.data.beams) or 0
  trisCount = v.data.triangles and tableSizeC(v.data.triangles) or 0
  beamsCount = v.data.beams and tableSizeC(v.data.beams) or 0
  trisCount = v.data.triangles and tableSizeC(v.data.triangles) or 0
  torsionBarsCount = v.data.torsionbars and tableSizeC(v.data.torsionbars) or 0
  trisCount = v.data.triangles and tableSizeC(v.data.triangles) or 0
  torsionBarsCount = v.data.torsionbars and tableSizeC(v.data.torsionbars) or 0
  railsCount = v.data.rails and tableSize(v.data.rails) or 0
  railsCount = v.data.rails and tableSize(v.data.rails) or 0
  slidenodesCount = v.data.slidenodes and tableSizeC(v.data.slidenodes) or 0
@/lua/vehicle/recovery.lua
  local nodes = v.data.nodes
  for i = 0, tableSizeC(nodes) - 1 do
    local pos = nodes[i].pos
  M.updateGFX = updateGFXRecord
  beamsCount = v.data.beams and tableSizeC(v.data.beams) or 0
  table.clear(relativeNodePositions)
  for i = 0, tableSizeC(nodes) - 1 do
    relativeNodePositions[i] = nodes[i].pos - nodes[v.data.refNodes[0].ref].pos
@/lua/vehicle/controller/pneumatics/actuators.lua
  local beams = v.data.beams
  for i = 0, tableSizeC(beams) - 1 do
    local v = beams[i]
@/lua/ge/extensions/editor/vehicleEditor/liveEditor/veNodeTriSelfCollisionDetector.lua

  for triId = 0, tableSizeC(vdata.triangles) - 1 do
    local tri = vdata.triangles[triId]

    for nodeId = 0, tableSizeC(vdata.nodes) - 1 do
      local node = vdata.nodes[nodeId]
@/lua/ge/extensions/editor/vehicleEditor/liveEditor/veAdjustableTechCarTuner.lua

--   for i = 0, tableSizeC(nodes) do
--     local node = nodes[i]
@/lua/ge/extensions/editor/vehicleEditor/liveEditor/veJBeamPicker.lua
    if im.Begin(inputSuggestWndName, nil, inputSuggestWndFlags) then
      for i = 0, tableSizeC(vEditor.vdata.nodes) - 1 do
        local node = vEditor.vdata.nodes[i]
    if im.Begin(inputSuggestWndName, nil, inputSuggestWndFlags) then
      for i = 0, tableSizeC(vEditor.vdata.beams) - 1 do
        local beam = vEditor.vdata.beams[i]
@/lua/vehicle/beamstate.lua
  save.vehicleDirectory = v.data.vehicleDirectory
  save.nodeCount = tableSizeC(v.data.nodes)
  save.beamCount = tableSizeC(v.data.beams)
  save.nodeCount = tableSizeC(v.data.nodes)
  save.beamCount = tableSizeC(v.data.beams)
  save.luaState = serialize(serializePackages("save"))
  -- satefy checks
  if not save or save.nodeCount ~= tableSizeC(v.data.nodes) or save.beamCount ~= tableSizeC(v.data.beams) or save.vehicleDirectory ~= v.data.vehicleDirectory or save.format ~= "v2" then
    log("E", "save", "unable to load vehicle: invalid vehicle loaded?")
  -- satefy checks
  if not save or save.nodeCount ~= tableSizeC(v.data.nodes) or save.beamCount ~= tableSizeC(v.data.beams) or save.vehicleDirectory ~= v.data.vehicleDirectory or save.format ~= "v2" then
    log("E", "save", "unable to load vehicle: invalid vehicle loaded?")
@/lua/vehicle/jbeam/stage2.lua
  if vehicle.nodes == nil then return end
  for i = 0, tableSizeC(vehicle.nodes) - 1 do
    local node = vehicle.nodes[i]
  if vehicle.wheels == nil then return end
  for wheelKey = 0, tableSizeC(vehicle.wheels) - 1 do
    local wheel = vehicle.wheels[wheelKey]
@/lua/vehicle/wheels.lua

  local count = tableSizeC(v.data.wheels or {})
  for i = 0, count - 1, 1 do
@/lua/ge/extensions/editor/vehicleEditor/liveEditor/veLightsDebug.lua

  for i = 0, tableSizeC(vEditor.vdata.props) - 1 do
    local prop = vEditor.vdata.props[i]
@/lua/common/jbeam/loader.lua
      local nodes = vehicleBundle.vdata.nodes
      for i = 0, tableSizeC(vehicleBundle.vdata.nodes) - 1 do
        local n = nodes[i]
@/lua/ge/extensions/editor/vehicleEditor/liveEditor/veFlexbodyDebug.lua

      for i = 0, tableSizeC(vehData.vdata.flexbodies) - 1 do
        local flexbody = vehData.vdata.flexbodies[i]
@/lua/vehicle/controller/hydraulicSuspension.lua
  local jbeamBeams = v.data.beams
  for i = 0, tableSizeC(jbeamBeams) - 1 do
    local v = jbeamBeams[i]
@/lua/vehicle/ai.lua
      local lwheels = wheels.wheels
      for i = 0, tableSizeC(lwheels) - 1 do
        local wd = lwheels[i]
local function setMode(mode)
  if tableSizeC(wheels.wheels) == 0 then return end
  if mode ~= nil then
local function setState(newState)
  if tableSizeC(wheels.wheels) == 0 then return end
@/lua/ge/extensions/editor/veMain.lua
  if vEditor.vdata and vEditor.vdata.nodes then
    for cid = 0, tableSizeC(vEditor.vdata.nodes) - 1 do
      local node = vEditor.vdata.nodes[cid]
@/lua/ge/extensions/editor/vehicleEditor/liveEditor/vePropTransformer.lua
  -- 1st, get list of prop ref nodes hovered over by mouse cursor
  for i = 0, tableSizeC(state.propsData) - 1 do
    local prop = state.propsData[i]

  for i = 0, tableSizeC(state.propsData) - 1 do
    local prop = state.propsData[i]
@/lua/vehicle/extensions/dynamicVehicleData.lua
  local nodes = v.data.nodes
  for i = 0, tableSizeC(nodes) - 1 do
    local node = nodes[i]
@/lua/vehicle/scriptai.lua
    local lwheels = wheels.wheels
    for i = 0, tableSizeC(lwheels) - 1 do
      local wd = lwheels[i]
      local lwheels = wheels.wheels
      for i = 0, tableSizeC(lwheels) - 1 do
        local wd = lwheels[i]