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| proto external vector | GetDoorPivotPointWS () |
| | Returns the pivot around which the door open/close in world space.
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| proto external float | GetNormalizedDoorState () |
| | Returns the current state of the door in [-1,1] range (negative if door is rotating/moving on the other side)
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| proto external bool | CanCharacterPass (float characterWidth) |
| | Returns true if an object of a given size can pass through the door.
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| proto external bool | IsOpen () |
| | Returns true if the door is open.
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| proto external bool | IsOpening () |
| | Returns true if the door is opening.
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| proto external bool | IsClosing () |
| | Returns true if the door is closing.
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| proto external void | SetControlValue (float controlValue, RplId instigator) |
| | Sets the control value of the door and updates the wanted state. Automatically clamped to <-1, 1>
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| proto external float | GetControlValue () |
| | Returns the control value of the door ranging from <-1, 1>
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| proto external float | GetDoorState () |
| | Returns the current door state.
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| proto external vector | GetDoorNormal () |
| | Returns the normal of the door in it's current state.
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| proto external float | UseDoorAction (IEntity user) |
| | Activate the door by the user.
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| proto external void | InitDoor (float controlValue) |
| | Loads the door state from the control value.
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| bool | OnTicksOnRemoteProxy () |
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| void | OnDelete (IEntity owner) |
| | Called when Entity is being to be destroyed (deleted) or component to be deleted.
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◆ CanCharacterPass()
| proto external bool BaseDoorComponent.CanCharacterPass |
( |
float | characterWidth | ) |
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Returns true if an object of a given size can pass through the door.
◆ GetControlValue()
| proto external float BaseDoorComponent.GetControlValue |
( |
| ) |
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Returns the control value of the door ranging from <-1, 1>
◆ GetDoorNormal()
| proto external vector BaseDoorComponent.GetDoorNormal |
( |
| ) |
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Returns the normal of the door in it's current state.
◆ GetDoorPivotPointWS()
| proto external vector BaseDoorComponent.GetDoorPivotPointWS |
( |
| ) |
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Returns the pivot around which the door open/close in world space.
◆ GetDoorState()
| proto external float BaseDoorComponent.GetDoorState |
( |
| ) |
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Returns the current door state.
◆ GetNormalizedDoorState()
| proto external float BaseDoorComponent.GetNormalizedDoorState |
( |
| ) |
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Returns the current state of the door in [-1,1] range (negative if door is rotating/moving on the other side)
◆ InitDoor()
| proto external void BaseDoorComponent.InitDoor |
( |
float | controlValue | ) |
|
Loads the door state from the control value.
Unlike InitValue, this one is not meant to initialize the default door state, but a deviation from it (aka as if somebody opened/closed the door). Therefore, this function also instantiates simulation data.
◆ IsClosing()
| proto external bool BaseDoorComponent.IsClosing |
( |
| ) |
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Returns true if the door is closing.
◆ IsOpen()
| proto external bool BaseDoorComponent.IsOpen |
( |
| ) |
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Returns true if the door is open.
◆ IsOpening()
| proto external bool BaseDoorComponent.IsOpening |
( |
| ) |
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Returns true if the door is opening.
◆ SetControlValue()
| proto external void BaseDoorComponent.SetControlValue |
( |
float | controlValue, |
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|
RplId | instigator ) |
Sets the control value of the door and updates the wanted state. Automatically clamped to <-1, 1>
◆ UseDoorAction()
| proto external float BaseDoorComponent.UseDoorAction |
( |
IEntity | user | ) |
|
Activate the door by the user.
The documentation for this interface was generated from the following file:
- Game/generated/Components/BaseDoorComponent.c