class BuildingSource
Building › EntityAI › Entity › ObjectTyped › Object › IEntity › Managed
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- AnniversaryMusicSource
- AnniversarySpotLight
- BuildingBase
- House
- Land_Underground_WaterReservoir
- Land_Underground_WaterReservoir_Water
All members, including inherited
Constructors 1
void Building()Members 1
ref TIntArray m_InteractActionsMethods 41
proto native int GetLaddersCount()Gets the index of the door based on the view geometry component index
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, ActionLockDoors.LockDoor(), ActionLockedDoors.ActionCondition(), ActionLockedDoors.OnExecute(), ActionOpenDoors.ActionCondition(), ActionOpenDoors.OnStartServer(), ActionUnlockDoors.ActionCondition(), ActionUnlockDoors.UnlockDoor(), and ActionUnlockShippingContainer.OnFinishProgressServer()proto native int GetDoorCount()Returns the number of the doors in the building
When the door is requested to be fully open (animation wanted phase is greater than 0.5)
When the wanted phase is at the open phase target (1.0)
When the wanted phase is at the ajar phase target (0.2)
When the phase is at the close phase target (0.0)
When the door is locked
proto native void PlayDoorSound(int index)Plays the appropriate sound at the door, based on animation phase and state
proto native void OpenDoor(int index)Attempts to open the door
proto native void CloseDoor(int index)Attempts to close the door
Locks the door if not already locked, resets the door health. 'force = true' will close the door if open
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, ContainerLockedBase.HandleDoorLoad()Unlocks the door if locked, AJAR animation optional
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, ContainerLockedBase.HandleDoorLoad()Position in world space for where the door sounds are played from
proto native void OutputDoorLog()Requires special build as logging is disabled even on internal builds due to memory usage. Used for checking of possible causes of navmesh desync
Gets the nearest door based on the sound position (quick and dirty function for debugging)
void OnDoorOpenStart(DoorStartParams params)Event for when the door starts opening
void OnDoorOpenFinish(DoorFinishParams params)Event for when the door finishes opening
void OnDoorOpenAjarStart(DoorStartParams params)Event for when the door starts opening ajarred (usually after unlock)
void OnDoorOpenAjarFinish(DoorFinishParams params)Event for when the door finishes opening ajarred (usually after unlock)
void OnDoorCloseStart(DoorStartParams params)Event for when the door starts closing
void OnDoorCloseFinish(DoorFinishParams params)Event for when the door finishes closing
void OnDoorLocked(DoorLockParams params)Event for when the door is locked
void OnDoorUnlocked(DoorLockParams params)Event for when the door is unlocked
Check if the door is closed and if the door is unlocked
Which door is compatible with which key (door idx supplied). Bitwise.
doorIdx
Returns: bitwise value of all compatible locks
override void GetDebugActions(out TSelectableActionInfoArrayEx outputList)Show 3 more
, new TSelectableActionInfoWithColor(), FadeColors.LIGHT_GREY, and FadeColors.REDoverride bool OnAction(int action_id, Man player, ParamsReadContext ctx)override bool IsBuilding()override bool CanObstruct()override bool IsHealthVisible()override bool IsInventoryVisible()override int GetMeleeTargetType()