65 int count =
g_Game.ConfigGetChildrenCount(
path);
66 for (
int doorIdx = 0; doorIdx < count; ++doorIdx)
68 g_Game.ConfigGetChildName(
path, doorIdx, doorName);
69 doorPath =
path +
" " + doorName;
72 if (
g_Game.ConfigIsExisting(doorPath))
map< int, ref AdditionalDoorInfo > GetDoorInfoMap()
void AdditionalDoorInfosHolder(string parentType)
AdditionalDoorInfo GetSingleDoorInfo(int doorIdx)
ref map< int, ref AdditionalDoorInfo > m_DoorInfosMap
class AdditionalDoorInfo m_ParentType
Holds infos for all doors on a single building type.
EBuildingLockType
Lock types enum, meant for bitwise usage.
string m_InteractLimitingDirPoint
memory point name for limiting open/close actions on the door/window
string m_InteractLimitingPositionPoint
string m_DoorConstructionPhysicsSource
Name of the construction part linked to the doors, if any (empty default)
string m_DoorConstructionPartName
memory point name for limiting open/close actions on the door/window
int m_LockCompatibilityBitMask
Name of the AnimationSource controlling door physics (required for rebuildable doors,...
void AdditionalDoorInfo(string doorName, string doorPath)
Inventory slots that have something to do with this door. Mostly external locks?
ref TStringArray m_RelatedInventorySlotNames
Lock compatibility type, now in door config. Lockpick enabled by default if undefined.
class array< Class T > TStringArray