Private Member Functions | |
| proto native int | GetLaddersCount () |
| proto native vector | GetLadderPosTop (int ladderIndex) |
| proto native vector | GetLadderPosBottom (int ladderIndex) |
| proto native int | GetDoorIndex (int componentIndex) |
| Gets the index of the door based on the view geometry component index. | |
| proto native int | GetDoorCount () |
| Returns the number of the doors in the building. | |
| proto native bool | IsDoorOpen (int index) |
| When the door is requested to be fully open (animation wanted phase is greater than 0.5) | |
| proto native bool | IsDoorOpening (int index) |
| When the wanted phase is at the open phase target (1.0) | |
| proto native bool | IsDoorOpeningAjar (int index) |
| When the wanted phase is at the ajar phase target (0.2) | |
| proto native bool | IsDoorClosing (int index) |
| When the wanted phase is at the close phase target (0.0) | |
| proto native bool | IsDoorOpened (int index) |
| When the phase is at the open phase target (1.0) | |
| proto native bool | IsDoorOpenedAjar (int index) |
| When the phase is at the ajar phase target (0.2) | |
| proto native bool | IsDoorClosed (int index) |
| When the phase is at the close phase target (0.0) | |
| proto native bool | IsDoorLocked (int index) |
| 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. | |
| proto native void | LockDoor (int index, bool force=false) |
| Locks the door if not already locked, resets the door health. 'force = true' will close the door if open. | |
| proto native void | UnlockDoor (int index, bool animate=true) |
| Unlocks the door if locked, AJAR animation optional. | |
| proto native vector | GetDoorSoundPos (int index) |
| Position in world space for where the door sounds are played from. | |
| proto native float | GetDoorSoundDistance (int index) |
| Audible distance for the door sound. | |
| 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. | |
| int | GetNearestDoorBySoundPos (vector position) |
| 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. | |
| bool | CanDoorBeOpened (int doorIndex, bool checkIfLocked=false) |
| bool | CanDoorBeClosed (int doorIndex) |
| bool | CanDoorBeLocked (int doorIndex) |
| Check if the door is closed and if the door is unlocked. | |
| int | GetLockCompatibilityType (int doorIdx) |
| Which door is compatible with which key (door idx supplied). Bitwise. | |
| override void | GetDebugActions (out TSelectableActionInfoArrayEx outputList) |
| override bool | OnAction (int action_id, Man player, ParamsReadContext ctx) |
| override bool | IsBuilding () |
| override bool | CanObstruct () |
| override bool | IsHealthVisible () |
| void | Building () |
| override bool | IsInventoryVisible () |
| override int | GetMeleeTargetType () |
Private Attributes | |
| ref TIntArray | m_InteractActions |
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inlineprivate |
References g_Game, GetType(), and m_InteractActions.
References IsDoorOpen().
Referenced by ActionCloseDoors::ActionCondition(), and ActionCloseDoors::OnStartServer().
Check if the door is closed and if the door is unlocked.
References IsDoorLocked(), and IsDoorOpen().
Referenced by ActionLockDoors::ActionCondition().
References IsDoorLocked(), and IsDoorOpen().
Referenced by ActionOpenDoors::ActionCondition(), and ActionOpenDoors::OnStartServer().
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Attempts to close the door.
Referenced by Land_WarheadStorage_Bunker_Facility::AutoCloseDoor(), Land_WarheadStorage_Main::AutoCloseDoor(), OnAction(), ActionCloseDoors::OnStartServer(), and Land_WarheadStorage_Main::UpdateDoorStateServer().
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References SAT_DEBUG_ACTION.
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Returns the number of the doors in the building.
Referenced by Land_WarheadStorage_Bunker_Facility::DeferredInit(), and GetNearestDoorBySoundPos().
Gets the index of the door based on the view geometry component index.
Referenced by ActionLockDoors::ActionCondition(), ActionUnlockDoors::ActionCondition(), ActionCloseDoors::ActionCondition(), ActionOpenDoors::ActionCondition(), ActionLockDoors::LockDoor(), ActionCloseDoors::OnStartServer(), ActionOpenDoors::OnStartServer(), and ActionUnlockDoors::UnlockDoor().
Position in world space for where the door sounds are played from.
Referenced by GetNearestDoorBySoundPos().
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Which door is compatible with which key (door idx supplied). Bitwise.
| doorIdx |
Referenced by ActionLockDoors::ActionCondition(), and ActionUnlockDoors::ActionCondition().
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Gets the nearest door based on the sound position (quick and dirty function for debugging)
References vector::DistanceSq(), GetDoorCount(), and GetDoorSoundPos().
Referenced by OnAction().
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When the phase is at the close phase target (0.0)
Referenced by Land_WarheadStorage_Bunker_Facility::CanDoorBeOpened(), and Land_WarheadStorage_Main::CanDoorBeOpened().
When the wanted phase is at the close phase target (0.0)
When the door is locked.
Referenced by ActionUnlockDoors::ActionCondition(), CanDoorBeLocked(), and CanDoorBeOpened().
When the door is requested to be fully open (animation wanted phase is greater than 0.5)
Referenced by CanDoorBeClosed(), Land_WarheadStorage_Bunker_Facility::CanDoorBeClosed(), Land_WarheadStorage_Main::CanDoorBeClosed(), CanDoorBeLocked(), CanDoorBeOpened(), Land_WarheadStorage_Main::GetDebugText(), and Land_WarheadStorage_Main::UpdateDoorStateServer().
When the phase is at the open phase target (1.0)
When the phase is at the ajar phase target (0.2)
When the wanted phase is at the open phase target (1.0)
Referenced by Land_WarheadStorage_Bunker_Facility::CanDoorBeClosed(), and Land_WarheadStorage_Main::CanDoorBeClosed().
When the wanted phase is at the ajar phase target (0.2)
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Locks the door if not already locked, resets the door health. 'force = true' will close the door if open.
Referenced by ActionLockDoors::LockDoor(), and OnAction().
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Event for when the door finishes closing.
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Event for when the door starts closing.
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Event for when the door is locked.
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Event for when the door finishes opening ajarred (usually after unlock)
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Event for when the door starts opening ajarred (usually after unlock)
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Event for when the door finishes opening.
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Event for when the door starts opening.
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Event for when the door is unlocked.
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Attempts to open the door.
Referenced by OnAction(), ActionOpenDoors::OnStartServer(), and Land_WarheadStorage_Main::UpdateDoorStateServer().
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Requires special build as logging is disabled even on internal builds due to memory usage. Used for checking of possible causes of navmesh desync.
Referenced by OnAction().
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Plays the appropriate sound at the door, based on animation phase and state.
Referenced by OnAction().
Unlocks the door if locked, AJAR animation optional.
Referenced by OnAction(), ActionUnlockShippingContainer::UnlockDoor(), and ActionUnlockDoors::UnlockDoor().
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Referenced by Building().