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);
118 override int GetLockCompatibilityType(
int doorIdx)
134 override int GetLockCompatibilityType(
int doorIdx)
Param1< int > DoorStartParams
Param1< int > DoorLockParams
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)
Manager class for managing Effect (EffectParticle, EffectSound)
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.
Serialization general interface. Serializer API works with:
ContainerLockedBase BuildingSuper GetLockCompatibilityType(int doorIdx)
proto native CGame GetGame()