class DigitalCodeLock
DigitalCodeLock › ItemBase › InventoryItem › EntityAI › Entity › ObjectTyped › Object › IEntity › Managed
Constructors 1
void DigitalCodeLock()Constants 11
const string MEMPOINT_INSIDE = "inside"const string MEMPOINT_CENTER = "ce_center"protected const string ATTACHMENT_SLOT_BATTERY = "BatteryD"protected const string SELECTION_NAME_BACK = "back"private const string CODELOCK_ACCESS_SOUND = "digitalLock_beep_Access_SoundSet"private const string CODELOCK_LOCK_SOUND = "digitalLock_mechanism_Lock_SoundSet"private const string CODELOCK_UNLOCK_SOUND = "digitalLock_mechanism_Unlock_SoundSet"private const string CODELOCK_ERROR_SOUND = "digitalLock_beep_Error_SoundSet"private const string CODELOCK_DIGITS_SOUND = "digitalLock_buttons_Digits_SoundSet"private const string CODELOCK_CLEAR_SOUND = "digitalLock_button_Clear_SoundSet"private const string CODELOCK_CONFIRM_SOUND = "digitalLock_button_Key_confirm_SoundSet"Members 3
protected ref CodeLockComponent m_CodeLockComponentShow 25 more
, GetCodeLockComponent(), GetInputPIN(), GetLockPIN(), GetMinLockPINLength(), GetStage(), GetWrongCodeCount(), HasBruteForceProtection(), HasPIN(), Init(), IsLocked(), OnRPC(), OnStoreLoad(), OnStoreSave(), OnVariablesSynchronized(), OnWasAttached(), OnWasDetached(), OnWork(), OnWorkStop(), ResetPIN(), SetDoorInfoFromSlot(), SetLockState(), ShouldHandleBruteForce(), DigitalCodeLock_Bunker.Disable(), DigitalCodeLock_Bunker.Init(), and DigitalCodeLock_Bunker.SetLockCode()protected ref CodeLockVisualManager m_VisualManagerShow 2 more
, OnWork(), and UpdateVisuals()protected bool m_Reversed = falseMethods 50
protected void Init()override void EEInit()override void EEItemLocationChanged(notnull InventoryLocation oldLoc, notnull InventoryLocation newLoc)Start energy consumption once battery is attached and the lock is already attached to a parent that can have a construction component
Stop energy consumption once battery is detached with active energy manager
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, EntityAI.GetCompEM(), EntityAI.GetCompEM(), ComponentEnergyManager.GetEnergy(), InventorySlots.GetSlotName(), string.IndexOf(), CGame.IsMultiplayer(), CGame.IsServer(), ComponentEnergyManager.IsWorking(), ItemBase.OnWasAttached(), SetDoorInfoFromSlot(), CodeLockComponent.SetStage(), ComponentEnergyManager.SwitchOn(), UpdateVisuals(), and m_CodeLockComponentStart energy consumption once code lock is attached with a battery and the lock parent can have a construction component
Stop energy consumption once lock is detached with active energy manager
protected void SetDoorInfoFromSlot(BuildingBase buildingBase, string slotName)Show 10 more
, BuildingBase.GetConstructionBasic(), ConstructionBase.GetConstructionPart(), Building.GetDoorInfoHolder(), AdditionalDoorInfosHolder.GetDoorInfoMap(), ConstructionPartRebuildReversibleBase.IsReversedLocal(), CodeLockComponent.SetDoorIndex(), m_CodeLockComponent, AdditionalDoorInfo.m_DoorConstructionPartName, AdditionalDoorInfo.m_RelatedInventorySlotNames, and m_Reversedbool CanDetachCodeLock(notnull PlayerBase player, int componentIndex)Condition check called from ActionTakeItem and ActionTakeItemToHands
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, MiscGameplayFunctions.MemPointDirectionalCheck(), MEMPOINT_CENTER, and MEMPOINT_INSIDEoverride void OnWorkStop()GetReversedState is used to check if code lock is mounted on reversible doors
override void OnWorkStart()Show 1 more
, UpdateVisuals()override void OnWork(float consumed_energy)Show 13 more
, EntityAI.GetCompEM(), ComponentEnergyManager.GetEnergy(), CodeLockVisualManager.HasBatteryLevelChanged(), CGame.IsMultiplayer(), CGame.IsServer(), ComponentEnergyManager.IsWorking(), EntityAI.OnWork(), CodeLockComponent.SetLockState(), EntityAI.SetSynchDirty(), ComponentEnergyManager.SwitchOff(), UpdateVisuals(), m_CodeLockComponent, and m_VisualManagervoid UnlockOnServer(EntityAI parent)Unlock AND drop
Battery9V GetBattery()Show 1 more
, Battery9V.SLOT_IDbool CanBeLocked()bool CanBeUnlocked()bool CanSetCode()bool NeedBattery()bool HasEnergy()bool HasPIN()string GetInputPIN()string GetLockPIN()void ResetPIN()void SetLockState(bool state)Show 1 more
, Bunker.OnDoorCloseStart()CodeLockComponent GetCodeLockComponent()bool IsLocked()CodeLockStage GetStage()bool HasBruteForceProtection()bool ShouldHandleBruteForce()int GetWrongCodeCount()int GetMinLockPINLength()bool GetReversedState()bool IsPlayerOnBackside(PlayerBase player)Checks whether the given player is standing on the physical (non-keypad) side of the lock Fails closed when the required memory points are not available
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, MEMPOINT_CENTER, and MEMPOINT_INSIDEbool HasValidParent()CodeLockVisualManager GetVisualManager()float GetBatteryEnergy()Show 1 more
, ComponentEnergyManager.GetEnergyMax()void UpdateVisuals()Show 4 more
, OnWasAttached(), OnWasDetached(), OnWork(), and OnWorkStart()void ForceFullVisualsUpdate()override void SetActions()override void OnRPC(PlayerIdentity sender, int rpc_type, ParamsReadContext ctx)override void OnStoreSave(ParamsWriteContext ctx)override bool OnStoreLoad(ParamsReadContext ctx, int version)override void AfterStoreLoad()Show 3 more
, HasPIN(), CodeLockComponent.SetStage(), and m_CodeLockComponentoverride void OnVariablesSynchronized()override bool IsExternalLockType()override void InitItemSounds()Show 14 more
, CODELOCK_ACCESS_SOUND, CODELOCK_CLEAR_SOUND, CODELOCK_CONFIRM_SOUND, CODELOCK_DIGITS_SOUND, CODELOCK_ERROR_SOUND, CODELOCK_LOCK_SOUND, CODELOCK_UNLOCK_SOUND, SoundConstants.ITEM_DIGITAL_LOCK_ACCESS, SoundConstants.ITEM_DIGITAL_LOCK_CLEAR_INPUT, SoundConstants.ITEM_DIGITAL_LOCK_CONFIRM_INPUT, SoundConstants.ITEM_DIGITAL_LOCK_DIGIT_INPUT, SoundConstants.ITEM_DIGITAL_LOCK_ERROR, SoundConstants.ITEM_DIGITAL_LOCK_LOCK, and SoundConstants.ITEM_DIGITAL_LOCK_UNLOCKoverride void OnDebugSpawn()