Class "GridEntityDoor"⚓︎
Inherits from Class:⚓︎
Functions⚓︎
Bar ()⚓︎
void Bar ( )⚓︎
Can·Blow·Open ()⚓︎
boolean CanBlowOpen ( )⚓︎
Close ()⚓︎
void Close ( boolean Force )⚓︎
Get·Sprite·Offset ()⚓︎
const Vector GetSpriteOffset ( )⚓︎
Is·Busted ()⚓︎
boolean IsBusted ( )⚓︎
Is·Key·Familiar·Target ()⚓︎
boolean IsKeyFamiliarTarget ( )⚓︎
Is·Locked ()⚓︎
boolean IsLocked ( )⚓︎
Is·Open ()⚓︎
boolean IsOpen ( )⚓︎
Is·Room·Type ()⚓︎
boolean IsRoomType ( RoomType Type )⚓︎
Is·Target·Room·Arcade ()⚓︎
boolean IsTargetRoomArcade ( )⚓︎
Open ()⚓︎
void Open ( )⚓︎
Set·Locked ()⚓︎
void SetLocked ( boolean Locked )⚓︎
Set·Room·Types ()⚓︎
void SetRoomTypes ( RoomType CurrentRoomType, RoomType TargetRoomType )⚓︎
Spawn·Dust ()⚓︎
void SpawnDust ( )⚓︎
Try·Blow·Open ()⚓︎
boolean TryBlowOpen ( boolean FromExplossion )⚓︎
try to open the door by explosive force, true for success
Try·Unlock ()⚓︎
boolean TryUnlock ( boolean Force )⚓︎
try to unlock the door using a key, true for success
Variables⚓︎
Busted⚓︎
boolean Busted⚓︎
Close·Animation⚓︎
string CloseAnimation⚓︎
Current·Room·Type⚓︎
RoomType CurrentRoomType⚓︎
Direction⚓︎
Direction Direction⚓︎
Extra·Sprite⚓︎
Sprite ExtraSprite⚓︎
Extra·Visible⚓︎
boolean ExtraVisible⚓︎
Locked·Animation⚓︎
string LockedAnimation⚓︎
Open·Animation⚓︎
string OpenAnimation⚓︎
Open·Locked·Animation⚓︎
string OpenLockedAnimation⚓︎
Previous·State⚓︎
State PreviousState⚓︎
Previous·Variant⚓︎
Variant PreviousVariant⚓︎
Slot⚓︎
DoorSlot Slot⚓︎
Target·Room·Index⚓︎
int TargetRoomIndex⚓︎
Target·Room·Type⚓︎
RoomType TargetRoomType⚓︎
Last update:
June 9, 2021