194 {
195 if (super.OnAction(action_id, player, ctx))
196 return true;
197
199 {
200 switch (action_id)
201 {
205 return true;
206 }
207 }
208
209 switch (action_id)
210 {
211 case EActions.BUILDING_PLAY_DOOR_SOUND:
213 return true;
214 }
215
217 return false;
218
219 switch (action_id)
220 {
223 return true;
226 return true;
229 return true;
232 return true;
235 return true;
236 }
237
238 return false;
239 }
proto GizmoApi GetGizmoApi()
proto native void OpenDoor(int index)
Attempts to open the door.
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 o...
int GetNearestDoorBySoundPos(vector position)
Gets the nearest door based on the sound position (quick and dirty function for debugging)
proto native void CloseDoor(int index)
Attempts to close the door.
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.
proto native void OutputDoorLog()
Requires special build as logging is disabled even on internal builds due to memory usage....
proto void SelectObject(Object object)