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Dayz Build 1.29.163047, Scripts Rev. 123548
Dayz Code Explorer by Zeroy
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Private Member Functions | |
| void | Building () |
| bool | CanDoorBeClosed (int doorIndex) |
| bool | CanDoorBeLocked (int doorIndex) |
| Check if the door is closed and if the door is unlocked. | |
| bool | CanDoorBeOpened (int doorIndex, bool checkIfLocked=false) |
| override bool | CanObstruct () |
| proto native void | CloseDoor (int index) |
| Attempts to close the door. | |
| override void | GetDebugActions (out TSelectableActionInfoArrayEx outputList) |
| proto native int | GetDoorCount () |
| Returns the number of the doors in the building. | |
| proto native int | GetDoorIndex (int componentIndex) |
| Gets the index of the door based on the view geometry component index. | |
| proto native float | GetDoorSoundDistance (int index) |
| Audible distance for the door sound. | |
| proto native vector | GetDoorSoundPos (int index) |
| Position in world space for where the door sounds are played from. | |
| proto native vector | GetLadderPosBottom (int ladderIndex) |
| proto native vector | GetLadderPosTop (int ladderIndex) |
| proto native int | GetLaddersCount () |
| int | GetLockCompatibilityType (int doorIdx) |
| Which door is compatible with which key (door idx supplied). | |
| override int | GetMeleeTargetType () |
| int | GetNearestDoorBySoundPos (vector position) |
| Gets the nearest door based on the sound position (quick and dirty function for debugging). | |
| override bool | IsBuilding () |
| proto native bool | IsDoorClosed (int index) |
| When the phase is at the close phase target (0.0). | |
| proto native bool | IsDoorClosing (int index) |
| When the wanted phase is at the close phase target (0.0). | |
| proto native bool | IsDoorLocked (int index) |
| When the door is locked. | |
| 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 | 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 | 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). | |
| override bool | IsHealthVisible () |
| override bool | IsInventoryVisible () |
| 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. | |
| override bool | OnAction (int action_id, Man player, ParamsReadContext ctx) |
| void | OnDoorCloseFinish (DoorFinishParams params) |
| Event for when the door finishes closing. | |
| void | OnDoorCloseStart (DoorStartParams params) |
| Event for when the door starts closing. | |
| void | OnDoorLocked (DoorLockParams params) |
| Event for when the door is locked. | |
| void | OnDoorOpenAjarFinish (DoorFinishParams params) |
| Event for when the door finishes opening ajarred (usually after unlock). | |
| void | OnDoorOpenAjarStart (DoorStartParams params) |
| Event for when the door starts opening ajarred (usually after unlock). | |
| void | OnDoorOpenFinish (DoorFinishParams params) |
| Event for when the door finishes opening. | |
| void | OnDoorOpenStart (DoorStartParams params) |
| Event for when the door starts opening. | |
| void | OnDoorUnlocked (DoorLockParams params) |
| Event for when the door is unlocked. | |
| proto native void | OpenDoor (int index) |
| Attempts to open the door. | |
| 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. | |
| proto native void | PlayDoorSound (int index) |
| Plays the appropriate sound at the door, based on animation phase and state. | |
| proto native void | UnlockDoor (int index, bool animate=true) |
| Unlocks the door if locked, AJAR animation optional. | |
| Private Member Functions inherited from EntityAI | |
| proto void | ApplyCentralImpulse (vector centralImpulse) |
| Applies impulse on the physics body (at origin). | |
| proto void | ApplyForce (vector force) |
| -------------— deterministic physics ---------------------— | |
| proto void | ApplyForceAt (vector pos, vector force) |
| Applies constant force on the physics body at a position (world space coordinates). | |
| proto void | ApplyImpulseAt (vector pos, vector force) |
| Applies impulse on the physics body at a position (world space coordinates). | |
| proto void | ApplyTorque (vector force) |
| Applies constant torque on the physics body. | |
| proto void | ApplyTorqueImpulse (vector torqueImpulse) |
| Applies impulse torque on the physics body. | |
| override bool | CanBeSkinned () |
| override bool | CanDropEntity (notnull EntityAI item) |
| bool | CanPlaceItem (EntityAI item) |
| bool | CanReachDoorsFromSeat (string pDoorsSelection, int pCurrentSeat) |
| bool | CanReachSeatFromDoors (string pSeatSelection, vector pFromPos, float pDistance=1.0) |
| bool | CanReachSeatFromSeat (int currentSeat, int nextSeat) |
| bool | CrewCanGetThrough (int posIdx) |
| proto native void | CrewDeath (int posIdx) |
| Handles death of player in vehicle and awakes its physics if needed. | |
| proto native Human | CrewDriver () |
| Returns the driver Null can be returned if no Human is present. | |
| proto void | CrewEntry (int posIdx, out vector pos, out vector dir) |
| Reads entry point and direction into vehicle on given position in model space. | |
| proto void | CrewEntryWS (int posIdx, out vector pos, out vector dir) |
| Reads entry point and direction into vehicle on given position in world space. | |
| proto native void | CrewGetIn (Human player, int posIdx) |
| Performs transfer of player from world into vehicle on given position. | |
| proto native Human | CrewGetOut (int posIdx) |
| Performs transfer of player from vehicle into world from given position. | |
| proto native Human | CrewMember (int posIdx) |
| Returns crew member based on position index. Null can be returned if no Human is present on the given position. | |
| proto native int | CrewMemberIndex (Human player) |
| Returns crew member index based on player's instance. -1 is returned when the player is not isnide. | |
| proto native int | CrewPositionIndex (int componentIdx) |
| Returns crew member index based on action component index. -1 is returned when no crew position corresponds to given component index. | |
| proto native int | CrewSize () |
| Returns crew capacity of this vehicle. | |
| proto void | CrewTransform (int posIdx, out vector mat[4]) |
| Returns crew transformation indside vehicle in model space. | |
| proto void | CrewTransformWS (int posIdx, out vector mat[4]) |
| Returns crew transformation indside vehicle in world space. | |
| Shape | DebugFreeAreaAtDoor (int currentSeat, float maxAllowedObjHeight=0.5, float horizontalExtents=0.5, float playerHeight=1.7) |
| bool | DetectFlipped (VehicleFlippedContext ctx) |
| Override based on vehicle implementation (Car, Boat, modded, etc.). | |
| bool | DetectFlippedUsingSurface (VehicleFlippedContext ctx, float angleTolerance) |
| override bool | DisableVicinityIcon () |
| override void | EEHitBy (TotalDamageResult damageResult, int damageType, EntityAI source, int component, string dmgZone, string ammo, vector modelPos, float speedCoef) |
| int | Get3rdPersonCameraType () |
| string | GetActionCompNameFuel () |
| float | GetActionDistanceFuel () |
| int | GetAnimInstance () |
| CachedEquipmentStorageBase | GetCachedEquipment () |
| override void | GetDebugActions (out TSelectableActionInfoArrayEx outputList) |
| VehicleFlippedContext | GetFlipContext () |
| override int | GetHideIconMask () |
| string | GetImpactSurfaceType (IEntity other, Contact impact) |
| string | GetImpactSurfaceTypeEx (IEntity other, Contact impact, out int liquid) |
| override int | GetMeleeTargetType () |
| float | GetMomentum () |
| override event | GetMoveType () |
| override event | GetOwnerStateType () |
| vector | GetRefillPointPosWS () |
| string | GetRuinedMeleeAmmoType () |
| returns ammo (projectile) used in melee if the item is destroyed. Override higher for specific use | |
| int | GetSeatAnimationType (int posIdx) |
| int | GetSeatIndexFromDoor (string pDoorSelection) |
| float | GetTransportCameraDistance () |
| vector | GetTransportCameraOffset () |
| string | GetVehicleType () |
| bool | HasEngineZoneReceivedHit () |
| void | InitImpactSoundData () |
| bool | IsActionFlipped (Man player) |
| Don't override, may change to native for caching 'DetectFlipped' in the future based on active-ness (i.e. only updated when vehicle changes active state). | |
| bool | IsAnyCrewPresent () |
| bool | IsAreaAtDoorFree (int currentSeat, float maxAllowedObjHeight, inout vector extents, out vector transform[4]) |
| bool | IsAreaAtDoorFree (int currentSeat, float maxAllowedObjHeight=0.5, float horizontalExtents=0.5, float playerHeight=1.7) |
| bool | IsFlipped () |
| Don't override, may change to native for caching 'DetectFlipped' in the future based on active-ness (i.e. only updated when vehicle changes active state). | |
| override bool | IsHealthVisible () |
| override bool | IsIgnoredByConstruction () |
| bool | IsIgnoredObject (Object o) |
| bool | IsInTransport () |
| returns true if man is in transport, false otherwise | |
| bool | IsInventorySoftLocked () |
| override bool | IsTransport () |
| bool | IsVitalSparkPlug () |
| void | JunctureDeleteItem (EntityAI item) |
| proto native bool | LightIsOn () |
| Returns true when lights are on, false otherwise. | |
| proto native void | LightOff () |
| Signals for LightIsOn to return false. | |
| proto native void | LightOn () |
| Signals for LightIsOn to return true. | |
| proto native void | LightToggle () |
| Calls LightOn/LightOff depending on current light state. | |
| void | LocalDestroyEntityInHands () |
| void | MarkCrewMemberDead (int crewMemberIndex) |
| void | MarkCrewMemberUnconscious (int crewMemberIndex) |
| bool | NeedInventoryJunctureFromServer (notnull EntityAI item, EntityAI currParent, EntityAI newParent) |
| override bool | OnAction (int action_id, Man player, ParamsReadContext ctx) |
| bool | OnBeforeLightOn () |
| Is called by native every time the game wants to turn on the light. | |
| void | OnContact (string zoneName, vector localPos, IEntity other, Contact data) |
| Is called every time when vehicle collides with other object. | |
| array< InventoryItem > | OnDrawOptics2D () |
| Called when 2D optics are about to be drawn. | |
| void | OnDriverEnter (Human player) |
| Is called when the crew member enters the driver seat. | |
| void | OnDriverExit (Human player) |
| Is called when the crew member leaves the driver seat. | |
| void | OnGameplayDataHandlerSync () |
| void | OnInput (float dt) |
| Called after every input simulation step. | |
| void | OnItemInHandsChanged () |
| void | OnUpdate (float dt) |
| Is called every game frame on client, fixed rate on server. | |
| void | OnUpdateLight () |
| Is called by native every time the game wants to update the light. | |
| bool | PhysicalPredictiveDropItem (EntityAI entity, bool heavy_item_only=true) |
| AbstractWave | PlaySound (SoundObject so, SoundObjectBuilder sob) |
| void | PlaySoundByAnimEvent (EAnimSoundEventID id) |
| void | PredictiveMoveItemFromHandsToInventory () |
| ToDo: Old system method. Might should be adjusted to new system at some point. | |
| float | ProcessImpactSound (IEntity other, Contact extra, float weight, out int surfaceHash) |
| float | ProcessImpactSoundEx (IEntity other, Contact extra, float weight, out int surfaceHash, out int liquidType) |
| proto native int | Random () |
| -------------— deterministic random numbers ---------------------— | |
| proto native float | Random01 () |
| Random number in range of <0,1> - ! | |
| float | RandomFloat (float min, float max) |
| Random number in range of <min,max> - ! | |
| proto native float | RandomRange (int pRange) |
| Random number in range of <0,pRange-1> - ! | |
| void | SetEngineZoneReceivedHit (bool pState) |
| void | SetInventorySoftLock (bool status) |
| void | SetProcessUIWarning (bool state) |
| override bool | ShowZonesHealth () |
| void | StopDeathDarkeningEffect () |
| proto native void | Synchronize () |
| Synchronizes car's state in case the simulation is not running. | |
| void | Transport () |
| void | UpdateInventoryMenu () |
| void | UpdateLights (int new_gear=-1) |
| void | JunctureTakeEntityToHands (notnull EntityAI item) |
| hand juncture | |
| void | PredictiveTakeEntityToHands (EntityAI item) |
| void | LocalTakeEntityToHands (EntityAI item) |
| void | ServerTakeEntityToHands (EntityAI item) |
| void | TakeEntityToHandsImpl (InventoryMode mode, EntityAI item) |
| bool | ReplaceItemWithNewImpl (InventoryMode mode, ReplaceItemWithNewLambdaBase lambda) |
| !hand -> !hand replace | |
| bool | LocalReplaceItemWithNew (ReplaceItemWithNewLambdaBase lambda) |
| bool | ServerReplaceItemWithNew (ReplaceItemWithNewLambdaBase lambda) |
| bool | ReplaceItemElsewhereWithNewInHandsImpl (InventoryMode mode, ReplaceItemWithNewLambdaBase lambda) |
| !hand replace -> hand | |
| bool | LocalReplaceItemElsewhereWithNewInHands (ReplaceItemWithNewLambdaBase lambda) |
| bool | ServerReplaceItemElsewhereWithNewInHands (ReplaceItemWithNewLambdaBase lambda) |
| bool | ReplaceItemInHandsWithNewImpl (InventoryMode mode, ReplaceItemWithNewLambdaBase lambda) |
| hand replace | |
| bool | LocalReplaceItemInHandsWithNew (ReplaceItemWithNewLambdaBase lambda) |
| bool | ServerReplaceItemInHandsWithNew (ReplaceItemWithNewLambdaBase lambda) |
| bool | ReplaceItemInHandsWithNewElsewhereImpl (InventoryMode mode, ReplaceItemWithNewLambdaBase lambda) |
| hand replace2 | |
| bool | LocalReplaceItemInHandsWithNewElsewhere (ReplaceItemWithNewLambdaBase lambda) |
| bool | ServerReplaceItemInHandsWithNewElsewhere (ReplaceItemWithNewLambdaBase lambda) |
| bool | JunctureTakeEntityToInventory (FindInventoryLocationType flags, notnull EntityAI item) |
| to inv juncture | |
| override bool | PredictiveTakeEntityToInventory (FindInventoryLocationType flags, notnull EntityAI item) |
| override bool | LocalTakeEntityToInventory (FindInventoryLocationType flags, notnull EntityAI item) |
| override bool | ServerTakeEntityToInventory (FindInventoryLocationType flags, notnull EntityAI item) |
| bool | TakeEntityToInventoryImpl (InventoryMode mode, FindInventoryLocationType flags, notnull EntityAI item) |
| bool | JunctureTakeEntityToCargo (notnull EntityAI item) |
| to cgo juncture | |
| override bool | PredictiveTakeEntityToCargo (notnull EntityAI item) |
| override bool | LocalTakeEntityToCargo (notnull EntityAI item) |
| override bool | ServerTakeEntityToCargo (notnull EntityAI item) |
| bool | TakeEntityToCargoImpl (InventoryMode mode, notnull EntityAI item) |
| bool | JunctureTakeEntityAsAttachment (notnull EntityAI item) |
| as att juncture | |
| override bool | PredictiveTakeEntityAsAttachment (notnull EntityAI item) |
| override bool | LocalTakeEntityAsAttachment (notnull EntityAI item) |
| override bool | ServerTakeEntityAsAttachment (notnull EntityAI item) |
| bool | TakeEntityAsAttachmentImpl (InventoryMode mode, notnull EntityAI item) |
| bool | JunctureTakeEntityAsAttachmentEx (notnull EntityAI item, int slot) |
| as att ex juncture | |
| override bool | PredictiveTakeEntityAsAttachmentEx (notnull EntityAI item, int slot) |
| override bool | LocalTakeEntityAsAttachmentEx (notnull EntityAI item, int slot) |
| override bool | ServerTakeEntityAsAttachmentEx (notnull EntityAI item, int slot) |
| bool | TakeEntityAsAttachmentExImpl (InventoryMode mode, notnull EntityAI item, int slot) |
| bool | JunctureSwapEntities (notnull EntityAI item1, notnull EntityAI item2) |
| swap juncture | |
| bool | PredictiveSwapEntities (notnull EntityAI item1, notnull EntityAI item2) |
| bool | LocalSwapEntities (notnull EntityAI item1, notnull EntityAI item2) |
| bool | ServerSwapEntities (notnull EntityAI item1, notnull EntityAI item2) |
| bool | SwapEntitiesImpl (InventoryMode mode, notnull EntityAI item1, notnull EntityAI item2) |
| bool | JunctureForceSwapEntities (notnull EntityAI item1, notnull EntityAI item2, notnull InventoryLocation item2_dst) |
| ForceSwap juncture. | |
| bool | PredictiveForceSwapEntities (notnull EntityAI item1, notnull EntityAI item2, notnull InventoryLocation item2_dst) |
| bool | LocalForceSwapEntities (notnull EntityAI item1, notnull EntityAI item2, notnull InventoryLocation item2_dst) |
| bool | ServerForceSwapEntities (notnull EntityAI item1, notnull EntityAI item2, notnull InventoryLocation item2_dst) |
| bool | ForceSwapEntitiesImpl (InventoryMode mode, notnull EntityAI item1, notnull EntityAI item2, notnull InventoryLocation item2_dst) |
| bool | JunctureTakeEntityToTargetInventory (notnull EntityAI target, FindInventoryLocationType flags, notnull EntityAI item) |
| to target inv juncture | |
| override bool | PredictiveTakeEntityToTargetInventory (notnull EntityAI target, FindInventoryLocationType flags, notnull EntityAI item) |
| bool | PredictiveTakeOrSwapAttachment (notnull EntityAI item) |
| override bool | LocalTakeEntityToTargetInventory (notnull EntityAI target, FindInventoryLocationType flags, notnull EntityAI item) |
| bool | TakeEntityToTargetInventoryImpl (InventoryMode mode, notnull EntityAI target, FindInventoryLocationType flags, notnull EntityAI item) |
| bool | JunctureTakeEntityToTargetCargoEx (notnull CargoBase cargo, notnull EntityAI item, int row, int col) |
| to target cgo ex juncture | |
| override bool | PredictiveTakeEntityToTargetCargoEx (notnull CargoBase cargo, notnull EntityAI item, int row, int col) |
| override bool | LocalTakeEntityToTargetCargoEx (notnull CargoBase cargo, notnull EntityAI item, int row, int col) |
| override bool | ServerTakeEntityToTargetCargoEx (notnull CargoBase cargo, notnull EntityAI item, int row, int col) |
| bool | TakeEntityToTargetCargoExImpl (InventoryMode mode, notnull CargoBase cargo, notnull EntityAI item, int row, int col) |
| bool | JunctureTakeEntityToTargetCargo (notnull EntityAI target, notnull EntityAI item) |
| to target cgo juncture | |
| override bool | PredictiveTakeEntityToTargetCargo (notnull EntityAI target, notnull EntityAI item) |
| override bool | LocalTakeEntityToTargetCargo (notnull EntityAI target, notnull EntityAI item) |
| override bool | ServerTakeEntityToTargetCargo (notnull EntityAI target, notnull EntityAI item) |
| bool | TakeEntityToTargetCargoImpl (InventoryMode mode, notnull EntityAI target, notnull EntityAI item) |
| bool | JunctureTakeEntityToTargetAttachmentEx (notnull EntityAI target, notnull EntityAI item, int slot) |
| to target att ex juncture | |
| override bool | PredictiveTakeEntityToTargetAttachmentEx (notnull EntityAI target, notnull EntityAI item, int slot) |
| override bool | LocalTakeEntityToTargetAttachmentEx (notnull EntityAI target, notnull EntityAI item, int slot) |
| override bool | ServerTakeEntityToTargetAttachmentEx (notnull EntityAI target, notnull EntityAI item, int slot) |
| bool | TakeEntityToTargetAttachmentExImpl (InventoryMode mode, notnull EntityAI target, notnull EntityAI item, int slot) |
| bool | JunctureTakeEntityToTargetAttachment (notnull EntityAI target, notnull EntityAI item) |
| to target att juncture | |
| override bool | PredictiveTakeEntityToTargetAttachment (notnull EntityAI target, notnull EntityAI item) |
| override bool | LocalTakeEntityToTargetAttachment (notnull EntityAI target, notnull EntityAI item) |
| override bool | ServerTakeEntityToTargetAttachment (notnull EntityAI target, notnull EntityAI item) |
| bool | TakeEntityToTargetAttachmentImpl (InventoryMode mode, notnull EntityAI target, notnull EntityAI item) |
| bool | JunctureTakeToDst (notnull InventoryLocation src, notnull InventoryLocation dst) |
| to dst juncture | |
| override bool | PredictiveTakeToDst (notnull InventoryLocation src, notnull InventoryLocation dst) |
| override bool | LocalTakeToDst (notnull InventoryLocation src, notnull InventoryLocation dst) |
| override bool | ServerTakeToDst (notnull InventoryLocation src, notnull InventoryLocation dst) |
| bool | TakeToDstImpl (InventoryMode mode, notnull InventoryLocation src, notnull InventoryLocation dst) |
| proto native bool | StatRegister (string name) |
| Stats Registers new stat type for this player. | |
| proto native float | StatGet (string name) |
| Gets counter value of the specified stat type. | |
| proto void | StatGetCounter (string name, out string value) |
| Gets counter value as string of the specified stat type. | |
| proto void | StatGetAsTime (string name, out string value) |
| Gets counter value as formatted time string of the specified stat type. | |
| proto native void | StatUpdate (string name, float value) |
| Updates stat counter with given value. | |
| proto native void | StatUpdateByTime (string name) |
| Updates stat counter by time. | |
| proto native void | StatUpdateByPosition (string name) |
| Updates stat counter by player's actual position. | |
| proto native void | StatUpdateByGivenPos (string name, vector pos) |
| Updates stat counter by given position. | |
| proto native void | StatInvokeUpdate () |
| Invokes read stats from server to client. | |
| proto native void | StatSyncToClient () |
| Invokes save stats from server to client. | |
| ScriptInvoker | GetOnItemAddedToHands () |
| ScriptInvoker | GetOnItemRemovedFromHands () |
| void | EEItemIntoHands (EntityAI item) |
| void | EEItemOutOfHands (EntityAI item) |
| bool | JunctureDropEntity (notnull EntityAI item) |
| drop juncture | |
| override bool | PredictiveDropEntity (notnull EntityAI item) |
| override bool | LocalDropEntity (notnull EntityAI item) |
| override bool | ServerDropEntity (notnull EntityAI item) |
| bool | DropEntityImpl (InventoryMode mode, notnull EntityAI owner, notnull EntityAI item) |
Private Attributes | |
| ref TIntArray | m_InteractActions |
| Private Attributes inherited from EntityAI | |
| ref set< int > | m_DeadCrewMemberIndices |
| bool | m_EngineZoneReceivedHit |
| vector | m_fuelPos |
| ref set< int > | m_UnconsciousCrewMemberIndices |
| ref ScriptInvoker | m_OnItemAddedToHands |
| ref ScriptInvoker | m_OnItemRemovedFromHands |
| ref CachedEquipmentStorageBase | m_CachedEquipmentStorage |
Definition at line 10 of file building.c.
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inlineprivate |
Definition at line 258 of file building.c.
References g_Game, GetType(), and m_InteractActions.
Definition at line 148 of file building.c.
References IsDoorOpen().
Referenced by ActionCloseDoors::ActionCondition(), and ActionCloseDoors::OnStartServer().
Check if the door is closed and if the door is unlocked.
Definition at line 154 of file building.c.
References IsDoorLocked(), and IsDoorOpen().
Referenced by ActionLockDoors::ActionCondition().
Definition at line 130 of file building.c.
References IsDoorLocked(), and IsDoorOpen().
Referenced by ActionOpenDoors::ActionCondition(), and ActionOpenDoors::OnStartServer().
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Definition at line 246 of file building.c.
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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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Definition at line 172 of file building.c.
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 ActionCloseDoors::ActionCondition(), ActionLockDoors::ActionCondition(), ActionLockedDoors::ActionCondition(), ActionOpenDoors::ActionCondition(), ActionUnlockDoors::ActionCondition(), ActionLockDoors::LockDoor(), ActionLockedDoors::OnExecute(), 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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private |
Which door is compatible with which key (door idx supplied).
Bitwise.
| doorIdx |
Definition at line 167 of file building.c.
Referenced by ActionLockDoors::ActionCondition(), and ActionUnlockDoors::ActionCondition().
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inlineprivate |
Definition at line 269 of file building.c.
Gets the nearest door based on the sound position (quick and dirty function for debugging).
Definition at line 71 of file building.c.
References vector::DistanceSq(), GetDoorCount(), and GetDoorSoundPos().
Referenced by OnAction().
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inlineprivate |
Definition at line 241 of file building.c.
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 ActionLockedDoors::ActionCondition(), 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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inlineprivate |
Definition at line 251 of file building.c.
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inlineprivate |
Definition at line 264 of file building.c.
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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inlineprivate |
Definition at line 193 of file building.c.
References CloseDoor(), g_Game, GetGizmoApi(), GetNearestDoorBySoundPos(), LockDoor(), EntityAI::Man(), OpenDoor(), OutputDoorLog(), PlayDoorSound(), GizmoApi::SelectObject(), and UnlockDoor().
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Event for when the door finishes closing.
Definition at line 116 of file building.c.
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Event for when the door starts closing.
Definition at line 111 of file building.c.
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Event for when the door is locked.
Definition at line 121 of file building.c.
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Event for when the door finishes opening ajarred (usually after unlock).
Definition at line 106 of file building.c.
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Event for when the door starts opening ajarred (usually after unlock).
Definition at line 101 of file building.c.
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inlineprivate |
Event for when the door finishes opening.
Definition at line 96 of file building.c.
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inlineprivate |
Event for when the door starts opening.
Definition at line 91 of file building.c.
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Event for when the door is unlocked.
Definition at line 126 of file building.c.
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Attempts to open the door.
Referenced by OnAction(), ActionLockedDoors::OnExecute(), 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(), ActionUnlockDoors::UnlockDoor(), and ActionUnlockShippingContainer::UnlockDoor().
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Definition at line 256 of file building.c.
Referenced by Building().