REDNODE / GAME API

DoorControllerPS

classscriptedClasssavable

extends ScriptableDeviceComponentPS › SharedGameplayPS › DeviceComponentPS › GameComponentPS › PersistentState › IScriptable › ISerializable

Extended by 3 types

BunkerDoorControllerPS MovableWallScreenControllerPS WindowControllerPS

Properties 10

NameTypeFlags
alarmRaisedBoolscriptedprotected
doorPropertiesDoorSetupscriptedprotectedpersistent
doorSkillChecksref<EngDemoContainer>scriptedprotected
isBusyBoolscriptedprotected
isLiftDoorBoolscriptedprotected
isLockedBoolscriptedprivatepersistent
isOpenedBoolscriptedprivatepersistent
isPlayerAuthorisedBoolscriptedprotectedpersistent
isSealedBoolscriptedprivatepersistent
openingTokensarray<EntityID>scriptedprotectedpersistent

Methods 146

protected final func AccessGrantedNotification()scripted
private final func ActionCallElevator() -> ref<CallElevator>scripted
protected func ActionDemolition(context: script_ref<GetActionsContext>) -> ref<ActionDemolition>scripted
protected func ActionDoorOpeningToken() -> ref<DoorOpeningToken>scripted
protected final const func ActionDoorStatus() -> ref<DoorStatus>scripted
protected final func ActionForceOpen() -> ref<ForceOpen>scripted
protected func ActionPay(context: script_ref<GetActionsContext>) -> ref<Pay>scripted
private final func ActionQuestForceClose() -> ref<QuestForceClose>scripted
private final func ActionQuestForceCloseImmediate() -> ref<QuestForceCloseImmediate>scripted
private final func ActionQuestForceCloseScene() -> ref<QuestForceCloseScene>scripted
private final func ActionQuestForceLock() -> ref<QuestForceLock>scripted
private final func ActionQuestForceOpen() -> ref<QuestForceOpen>scripted
private final func ActionQuestForceOpenScene() -> ref<QuestForceOpenScene>scripted
private final func ActionQuestForceSeal() -> ref<QuestForceSeal>scripted
private final func ActionQuestForceUnlock() -> ref<QuestForceUnlock>scripted
private final func ActionQuestForceUnseal() -> ref<QuestForceUnseal>scripted
protected func ActionQuickHackToggleOpen() -> ref<QuickHackToggleOpen>scripted
public final func ActionSetClosed() -> ref<SetClosed>scripted
public final func ActionSetOpened() -> ref<SetOpened>scripted
public final func ActionToggleLock() -> ref<ToggleLock>scripted
public func ActionToggleOpen() -> ref<ToggleOpen>scripted
protected final func ActionToggleSeal() -> ref<ToggleSeal>scripted
public final func ActionUnauthorized() -> ref<PlayerUnauthorized>scripted
protected final func AddToken(id: EntityID) -> Boolscripted
protected func CanAddToggleOpenAction(context: GetActionsContext) -> Boolscripted
protected const func CanCreateAnyQuickHackActions() -> Boolscripted
public final const func CanPassAnySkillCheckOnParentTerminal(requester: ref<GameObject>) -> Boolscripted
public const func CanPayToAuthorize() -> Boolscripted
public final const func CanPayToUnlock() -> Boolscripted
public final const func canPlayerRemotelyAuthorize() -> Boolscripted
public final const func canPlayerToggleLockState() -> Boolscripted
public final const func canPlayerToggleSealState() -> Boolscripted
protected final func CheckIfLiftDoors() -> Boolscripted
public final func DepleteToken(id: EntityID) -> Boolscripted
protected func DetermineGameplayViability(context: script_ref<GetActionsContext>, hasActiveActions: Bool) -> Boolscripted
protected final func ExecuteForceOpen(executor: wref<GameObject>)scripted
public final const func ExposeQuickHakcsIfNotConnnectedToAP() -> Boolscripted
protected func GameAttached()scripted
public func GetActions(out actions: array<ref<DeviceAction>>, context: GetActionsContext) -> Boolscripted
protected func GetBackgroundTextureTweakDBID() -> TweakDBIDscripted
public func GetDeviceIconPath() -> Stringscripted
protected func GetDeviceIconTweakDBID() -> TweakDBIDscripted
public const func GetDeviceStatusAction() -> ref<DoorStatus>scripted
public final const func GetDoorAuthorizationSide() -> EDoorSkillcheckSidescripted
public final const func GetDoorSkillcheckSide() -> EDoorSkillcheckSidescripted
public final const func GetDoorState() -> EDoorStatusscripted
public final const func GetDoorTriggerSide() -> EDoorTriggerSidescripted
public final const func GetDoorType() -> EDoorTypescripted
public final const func GetDoorTypeSideOne() -> EDoorTypescripted
public final const func GetDoorTypeSideTwo() -> EDoorTypescripted
protected func GetInkWidgetTweakDBID(context: script_ref<GetActionsContext>) -> TweakDBIDscripted
protected func GetMinigameActions(actions: script_ref<array<ref<DeviceAction>>>, context: script_ref<GetActionsContext>)scripted
public final const func GetOpeningSpeed() -> Floatscripted
public final const func GetOpeningTime() -> Floatscripted
public final const func GetOpeningTokensList() -> array<EntityID>scripted
public final const func GetPaymentRecord() -> ref<ActionPayment_Record>scripted
public final const func GetPaymentRecordID() -> TweakDBIDscripted
protected func GetPlayerToggleOpenAction() -> ref<ToggleOpen>scripted
public func GetQuestActionByName(actionName: CName) -> ref<DeviceAction>scripted
public func GetQuestActions(out actions: array<ref<DeviceAction>>, context: script_ref<GetActionsContext>)scripted
protected func GetQuickHackActions(out actions: array<ref<DeviceAction>>, context: script_ref<GetActionsContext>)scripted
protected func GetSkillCheckContainerForSetup() -> ref<BaseSkillCheckContainer>scripted
public final const func GetStimRange() -> Floatscripted
public func GetWidgetTypeName() -> CNamescripted
protected func GetWidgetVisualState() -> EWidgetStatescripted
private final func GiveKeycardsToExecutor(executor: ref<GameObject>)scripted
protected func Initialize()scripted
private final func InitializeDoorTypes()scripted
public final const func IsBusy() -> Boolscripted
public final const func IsClosed() -> Boolquestscripted
public final const func IsClosingAutomatically() -> Boolscripted
protected final func IsLiftAvailable() -> Boolscripted
public final const func IsLiftDoor() -> Boolscripted
public final func IsLiftDoorAndAtThisFloor() -> Boolscripted
protected final func IsLiftFloorAuthorized() -> Boolscripted
protected final const func IsLiftMoving() -> Boolscripted
protected final func IsLiftUnauthorized() -> Boolscripted
public final const func IsLocked() -> Boolquestscripted
public final const func IsLogicallyClosed() -> Boolscripted
public final const func IsOpen() -> Boolquestscripted
public final const func IsPlayerCarrying() -> Boolscripted
public final const func IsSealed() -> Boolquestscripted
public final const func IsShutter() -> Boolscripted
public final const func IsSideOneActive() -> Boolscripted
public final const func IsSideTwoActive() -> Boolscripted
public const func IsStatic() -> Boolscripted
public final const func IsTriggerValid(side: EDoorSkillcheckSide) -> Boolscripted
public final const func IsUnlocked() -> Boolquestscripted
public const func IsUserAuthorized(user: EntityID) -> Boolscripted
protected func OnActionDemolition(evt: ref<ActionDemolition>) -> EntityNotificationTypescripted
public func OnActionEngineering(evt: ref<ActionEngineering>) -> EntityNotificationTypescripted
public func OnActionForceResetDevice(evt: ref<ActionForceResetDevice>) -> EntityNotificationTypescripted
protected final func OnActionInstallKeylogger(evt: ref<InstallKeylogger>) -> EntityNotificationTypescripted
protected func OnActivateDevice(evt: ref<ActivateDevice>) -> EntityNotificationTypescripted
public func OnAuthorizeUser(evt: ref<AuthorizeUser>) -> EntityNotificationTypescripted
public final func OnCallElevator(evt: ref<CallElevator>) -> EntityNotificationTypescripted
public final func OnDoorCollision()scripted
public final func OnDoorOpeningToken(evt: ref<DoorOpeningToken>) -> EntityNotificationTypescripted
public final func OnForceLockElevator(evt: ref<ForceLockElevator>) -> EntityNotificationTypescripted
public final func OnForceOpen(evt: ref<ForceOpen>) -> EntityNotificationTypescripted
public final func OnForceUnlockAndOpenElevator(evt: ref<ForceUnlockAndOpenElevator>) -> EntityNotificationTypescripted
protected cb func OnInstantiated() -> Boolscripted
public final func OnPay(evt: ref<Pay>) -> EntityNotificationTypescripted
public final func OnQuestForceClose(evt: ref<QuestForceClose>) -> EntityNotificationTypescripted
public final func OnQuestForceCloseImmediate(evt: ref<QuestForceCloseImmediate>) -> EntityNotificationTypescripted
public final func OnQuestForceCloseScene(evt: ref<QuestForceCloseScene>) -> EntityNotificationTypescripted
public final func OnQuestForceLock(evt: ref<QuestForceLock>) -> EntityNotificationTypescripted
public final func OnQuestForceOpen(evt: ref<QuestForceOpen>) -> EntityNotificationTypescripted
public final func OnQuestForceOpenScene(evt: ref<QuestForceOpenScene>) -> EntityNotificationTypescripted
public final func OnQuestForceSeal(evt: ref<QuestForceSeal>) -> EntityNotificationTypescripted
public final func OnQuestForceUnlock(evt: ref<QuestForceUnlock>) -> EntityNotificationTypescripted
public final func OnQuestForceUnseal(evt: ref<QuestForceUnseal>) -> EntityNotificationTypescripted
public final func OnQuickHackToggleOpen(evt: ref<QuickHackToggleOpen>) -> EntityNotificationTypescripted
public func OnSecuritySystemOutput(evt: ref<SecuritySystemOutput>) -> EntityNotificationTypescripted
public func OnSetAuthorizationModuleOFF(evt: ref<SetAuthorizationModuleOFF>) -> EntityNotificationTypescripted
public final func OnSetClosed(evt: ref<SetClosed>) -> EntityNotificationTypescripted
protected func OnSetIsOpened()scripted
public final func OnSetOpened(evt: ref<SetOpened>) -> EntityNotificationTypescripted
public final func OnToggleLock(evt: ref<ToggleLock>) -> EntityNotificationTypescripted
public final func OnToggleOpen(evt: ref<ToggleOpen>) -> EntityNotificationTypescripted
public final func OnToggleSeal(evt: ref<ToggleSeal>) -> EntityNotificationTypescripted
public final func PushResaveData(data: DoorResaveData)scripted
protected func PushReturnActions(out outActions: array<ref<DeviceAction>>, context: script_ref<GetActionsContext>) -> Boolscripted
protected func PushSkillCheckActions(out outActions: array<ref<DeviceAction>>, context: script_ref<GetActionsContext>) -> Boolscripted
protected final func RequestForceBodyDrop(executor: wref<GameObject>)scripted
public final func RequiresAuthorization() -> Boolscripted
public final func ResetToDefault()scripted
protected func ResolveOtherSkillchecks()scripted
public final func ResolveSkillchecks()scripted
protected final func ResolveTerminalSkillchecks(id: EntityID)scripted
public final func SetCloseItself(val: Bool)scripted
protected final func SetDefaultDoorState()scripted
protected func SetInactiveActionsWithExceptions(out outActions: array<ref<DeviceAction>>)scripted
public final func SetIsBusy(isBusy: Bool)scripted
public final func SetIsLocked(isLocked: Bool)scripted
public final func SetIsOpened(isOpened: Bool)scripted
public final func SetIsSealed(isSealed: Bool)scripted
public final func SetNewDoorType(type: EDoorType)scripted
public final func SetNewDoorType(evt: ref<SetDoorType>)scripted
public final func SetTriggerSide(side: EDoorTriggerSide)scripted
protected func ShouldForceAuthorizeUser(context: script_ref<GetActionsContext>) -> Boolscripted
private final func ToggleLockOnDoor() -> Boolscripted
private final func ToggleOpenOnDoor() -> Boolscripted
private final func ToggleSealOnDoor() -> Boolscripted
public final func UpdatePlayerAuthorization()scripted
public final func WasPlayerAuthorized() -> Boolscripted