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]