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Class "GridEntityDoor"⚓︎

Class Diagram⚓︎

    classDiagram
    class GridEntity:::diagramCurrentPage
    class GridEntityDoor
    class GridEntityPit
    class GridEntityPoop
    class GridEntityPressurePlate
    class GridEntityRock
    class GridEntitySpikes
    class GridEntityTNT
    GridEntity <|-- GridEntityDoor
    GridEntity <|-- GridEntityPit
    GridEntity <|-- GridEntityPoop
    GridEntity <|-- GridEntityPressurePlate
    GridEntity <|-- GridEntityRock
    GridEntity <|-- GridEntitySpikes
    GridEntity <|-- GridEntityTNT
    link GridEntity "GridEntity.html" "Go to page for 'GridEntity' class"
    link GridEntityDoor "GridEntityDoor.html" "Go to page for 'GridEntityDoor' class"
    link GridEntityPit "GridEntityPit.html" "Go to page for 'GridEntityPit' class"
    link GridEntityPoop "GridEntityPoop.html" "Go to page for 'GridEntityPoop' class"
    link GridEntityPressurePlate "GridEntityPressurePlate.html" "Go to page for 'GridEntityPressurePlate' class"
    link GridEntityRock "GridEntityRock.html" "Go to page for 'GridEntityRock' class"
    link GridEntitySpikes "GridEntitySpikes.html" "Go to page for 'GridEntitySpikes' class"
    link GridEntityTNT "GridEntityTNT.html" "Go to page for 'GridEntityTNT' 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 FromExplosion, Entity source )⚓︎

try to open the door by explosive force, true for success


Try·Unlock ()⚓︎

boolean TryUnlock (EntityPlayer player, 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⚓︎

Additional sprite used for the door. Examples for extra sprites are: bars, chains, wooden boards, etc.


Extra·Visible⚓︎

boolean ExtraVisible⚓︎

Toggles the visibility of the extra sprite. Examples for extra sprites are: bars, chains, wooden boards, etc.


Locked·Animation⚓︎

string LockedAnimation⚓︎


Open·Animation⚓︎

string OpenAnimation⚓︎


Open·Locked·Animation⚓︎

string OpenLockedAnimation⚓︎


Previous·State⚓︎

int PreviousState⚓︎


Previous·Variant⚓︎

int PreviousVariant⚓︎


Slot⚓︎

DoorSlot Slot⚓︎


Target·Room·Index⚓︎

int TargetRoomIndex⚓︎

Note: this value only affects the room transition animation and does not actually change the target room.


Target·Room·Type⚓︎

RoomType TargetRoomType⚓︎



Last update: January 21, 2023