220 {
221 if (super.OnAction(action_id, player, ctx))
222 return true;
223
225 {
226 switch (action_id)
227 {
231 return true;
232 }
233 }
234
235 switch (action_id)
236 {
237 case EActions.BUILDING_PLAY_DOOR_SOUND:
239 return true;
240 }
241
243 return false;
244
245 switch (action_id)
246 {
249 return true;
252 return true;
255 return true;
258 return true;
261 return true;
262 }
263
264 return false;
265 }
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)