Dayz Build 1.29.163047, Scripts Rev. 123548
Dayz Code Explorer by Zeroy
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Building Class Reference
Inheritance diagram for Building:
EntityAI AnniversarySpotLight BuildingBase House Land_Underground_WaterReservoir_Water Land_Bilboard_Base Land_HotSpring Land_Underground_EntranceBase Land_WarheadStorage_Bunker_Facility Land_WarheadStorage_Main Land_WarheadStorage_PowerStation StaticObj_Roadblock_Wood_Small Land_Underground_Stairs_Exit

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< InventoryItemOnDrawOptics2D ()
 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< intm_DeadCrewMemberIndices
bool m_EngineZoneReceivedHit
vector m_fuelPos
ref set< intm_UnconsciousCrewMemberIndices
ref ScriptInvoker m_OnItemAddedToHands
ref ScriptInvoker m_OnItemRemovedFromHands
ref CachedEquipmentStorageBase m_CachedEquipmentStorage

Detailed Description

Definition at line 10 of file building.c.

Constructor & Destructor Documentation

◆ Building()

void Building ( )
inlineprivate

Definition at line 258 of file building.c.

References g_Game, GetType(), and m_InteractActions.

Member Function Documentation

◆ CanDoorBeClosed()

bool CanDoorBeClosed ( int doorIndex)
inlineprivate

Definition at line 148 of file building.c.

References IsDoorOpen().

Referenced by ActionCloseDoors::ActionCondition(), and ActionCloseDoors::OnStartServer().

◆ CanDoorBeLocked()

bool CanDoorBeLocked ( int doorIndex)
inlineprivate

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().

◆ CanDoorBeOpened()

bool CanDoorBeOpened ( int doorIndex,
bool checkIfLocked = false )
inlineprivate

Definition at line 130 of file building.c.

References IsDoorLocked(), and IsDoorOpen().

Referenced by ActionOpenDoors::ActionCondition(), and ActionOpenDoors::OnStartServer().

◆ CanObstruct()

override bool CanObstruct ( )
inlineprivate

Definition at line 246 of file building.c.

◆ CloseDoor()

◆ GetDebugActions()

override void GetDebugActions ( out TSelectableActionInfoArrayEx outputList)
inlineprivate

Definition at line 172 of file building.c.

References SAT_DEBUG_ACTION.

◆ GetDoorCount()

proto native int GetDoorCount ( )
private

Returns the number of the doors in the building.

Referenced by Land_WarheadStorage_Bunker_Facility::DeferredInit(), and GetNearestDoorBySoundPos().

◆ GetDoorIndex()

◆ GetDoorSoundDistance()

proto native float GetDoorSoundDistance ( int index)
private

Audible distance for the door sound.

◆ GetDoorSoundPos()

proto native vector GetDoorSoundPos ( int index)
private

Position in world space for where the door sounds are played from.

Referenced by GetNearestDoorBySoundPos().

◆ GetLadderPosBottom()

proto native vector GetLadderPosBottom ( int ladderIndex)
private

◆ GetLadderPosTop()

proto native vector GetLadderPosTop ( int ladderIndex)
private

◆ GetLaddersCount()

proto native int GetLaddersCount ( )
private

◆ GetLockCompatibilityType()

int GetLockCompatibilityType ( int doorIdx)
inlineprivate

Which door is compatible with which key (door idx supplied).

Bitwise.

Parameters
doorIdx
Returns
bitwise value of all compatible locks
Note
you can combine the bit values like so:
return (1 << EBuildingLockType.LOCKPICK) | (1 << EBuildingLockType.SHIP_CONTAINER_1);
you can also this for each individual door idx

Definition at line 167 of file building.c.

Referenced by ActionLockDoors::ActionCondition(), and ActionUnlockDoors::ActionCondition().

◆ GetMeleeTargetType()

override int GetMeleeTargetType ( )
inlineprivate

Definition at line 269 of file building.c.

◆ GetNearestDoorBySoundPos()

int GetNearestDoorBySoundPos ( vector position)
inlineprivate

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().

◆ IsBuilding()

override bool IsBuilding ( )
inlineprivate

Definition at line 241 of file building.c.

◆ IsDoorClosed()

proto native bool IsDoorClosed ( int index)
private

When the phase is at the close phase target (0.0).

Referenced by Land_WarheadStorage_Bunker_Facility::CanDoorBeOpened(), and Land_WarheadStorage_Main::CanDoorBeOpened().

◆ IsDoorClosing()

proto native bool IsDoorClosing ( int index)
private

When the wanted phase is at the close phase target (0.0).

◆ IsDoorLocked()

proto native bool IsDoorLocked ( int index)
private

◆ IsDoorOpen()

proto native bool IsDoorOpen ( int index)
private

◆ IsDoorOpened()

proto native bool IsDoorOpened ( int index)
private

When the phase is at the open phase target (1.0).

◆ IsDoorOpenedAjar()

proto native bool IsDoorOpenedAjar ( int index)
private

When the phase is at the ajar phase target (0.2).

◆ IsDoorOpening()

proto native bool IsDoorOpening ( int index)
private

When the wanted phase is at the open phase target (1.0).

Referenced by Land_WarheadStorage_Bunker_Facility::CanDoorBeClosed(), and Land_WarheadStorage_Main::CanDoorBeClosed().

◆ IsDoorOpeningAjar()

proto native bool IsDoorOpeningAjar ( int index)
private

When the wanted phase is at the ajar phase target (0.2).

◆ IsHealthVisible()

override bool IsHealthVisible ( )
inlineprivate

Definition at line 251 of file building.c.

◆ IsInventoryVisible()

override bool IsInventoryVisible ( )
inlineprivate

Definition at line 264 of file building.c.

◆ LockDoor()

proto native void LockDoor ( int index,
bool force = false )
private

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().

◆ OnAction()

override bool OnAction ( int action_id,
Man player,
ParamsReadContext ctx )
inlineprivate

◆ OnDoorCloseFinish()

void OnDoorCloseFinish ( DoorFinishParams params)
inlineprivate

Event for when the door finishes closing.

Definition at line 116 of file building.c.

◆ OnDoorCloseStart()

void OnDoorCloseStart ( DoorStartParams params)
inlineprivate

Event for when the door starts closing.

Definition at line 111 of file building.c.

◆ OnDoorLocked()

void OnDoorLocked ( DoorLockParams params)
inlineprivate

Event for when the door is locked.

Definition at line 121 of file building.c.

◆ OnDoorOpenAjarFinish()

void OnDoorOpenAjarFinish ( DoorFinishParams params)
inlineprivate

Event for when the door finishes opening ajarred (usually after unlock).

Definition at line 106 of file building.c.

◆ OnDoorOpenAjarStart()

void OnDoorOpenAjarStart ( DoorStartParams params)
inlineprivate

Event for when the door starts opening ajarred (usually after unlock).

Definition at line 101 of file building.c.

◆ OnDoorOpenFinish()

void OnDoorOpenFinish ( DoorFinishParams params)
inlineprivate

Event for when the door finishes opening.

Definition at line 96 of file building.c.

◆ OnDoorOpenStart()

void OnDoorOpenStart ( DoorStartParams params)
inlineprivate

Event for when the door starts opening.

Definition at line 91 of file building.c.

◆ OnDoorUnlocked()

void OnDoorUnlocked ( DoorLockParams params)
inlineprivate

Event for when the door is unlocked.

Definition at line 126 of file building.c.

◆ OpenDoor()

proto native void OpenDoor ( int index)
private

◆ OutputDoorLog()

proto native void OutputDoorLog ( )
private

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().

◆ PlayDoorSound()

proto native void PlayDoorSound ( int index)
private

Plays the appropriate sound at the door, based on animation phase and state.

Referenced by OnAction().

◆ UnlockDoor()

proto native void UnlockDoor ( int index,
bool animate = true )
private

Unlocks the door if locked, AJAR animation optional.

Referenced by OnAction(), ActionUnlockDoors::UnlockDoor(), and ActionUnlockShippingContainer::UnlockDoor().

Field Documentation

◆ m_InteractActions

ref TIntArray m_InteractActions
private

Definition at line 256 of file building.c.

Referenced by Building().


The documentation for this class was generated from the following file:
  • F:/Games/Dayz/scripts/3_game/entities/building.c