8 int count = GetDoorCount();
9 for (
int i = 0; i < count; i++)
17 super.OnStoreSave(ctx);
25 if (!super.OnStoreLoad(ctx, version))
38 int count = GetDoorCount();
42 for (i = 0; i < count; i++)
55 for (i = 0; i < count; i++)
69 super.OnDoorLocked(params);
74 string selectionName =
string.Format(
"side%1_lock",(params.param1 + 1));
75 SetAnimationPhase(selectionName,0);
80 super.OnDoorUnlocked(params);
82 int doorIdx = params.param1;
86 string selectionName =
string.Format(
"side%1_lock",(doorIdx + 1));
87 SetAnimationPhase(selectionName,1);
89 if (!
GetGame().IsDedicatedServer())
95 super.OnDoorCloseStart(params);
102 super.OnDoorOpenStart(params);
Param1< int > DoorStartParams
Param1< int > DoorLockParams
ContainerLockedBase BuildingSuper GetLockCompatibilityType(int doorIdx)
override void OnStoreSave(ParamsWriteContext ctx)
void ContainerLockedBase()
override void OnDoorOpenStart(DoorStartParams params)
override void OnDoorCloseStart(DoorStartParams params)
override void OnDoorUnlocked(DoorLockParams params)
override void OnDoorLocked(DoorLockParams params)
override bool OnStoreLoad(ParamsReadContext ctx, int version)
override int GetLockCompatibilityType(int doorIdx)
override int GetLockCompatibilityType(int doorIdx)
static EffectSound PlaySoundEnviroment(string sound_set, vector position, float play_fade_in=0, float stop_fade_out=0, bool loop=false)
Create and play an EffectSound, updating environment variables.
Manager class for managing Effect (EffectParticle, EffectSound)
proto bool Write(void value_out)
proto bool Read(void value_in)
Serializer ParamsReadContext
proto native CGame GetGame()
Serializer ParamsWriteContext