183 {
184 if (super.OnAction(action_id, player, ctx))
185 return true;
186
187 switch (action_id)
188 {
189 case EActions.BUILDING_PLAY_DOOR_SOUND:
191 return true;
192 }
193
195 return false;
196
197 switch (action_id)
198 {
201 return true;
204 return true;
207 return true;
210 return true;
213 return true;
214 }
215
216 return false;
217 }
proto native void CloseDoor(int index)
Attempts to close the door.
int GetNearestDoorBySoundPos(vector position)
Gets the nearest door based on the sound position (quick and dirty function for debugging)
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...
proto native void OutputDoorLog()
Requires special build as logging is disabled even on internal builds due to memory usage....
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 CGame GetGame()