Class "GridEntityDoor"⚓︎
Info
You can get this class by using the following function:
Example Code
Game():GetRoom():GetGridEntity(25):ToDoor()
Class Diagram⚓︎
classDiagram
class GridEntity:::diagramCurrentPage
class GridEntityDoor
class GridEntityPit
class GridEntityPoop
class GridEntityPressurePlate
class GridEntityRock
class GridEntitySpikes
class GridEntityTNT
GridEntity <|-- GridEntityDoor
GridEntity <|-- GridEntityPit
GridEntity <|-- GridEntityPoop
GridEntity <|-- GridEntityPressurePlate
GridEntity <|-- GridEntityRock
GridEntity <|-- GridEntitySpikes
GridEntity <|-- GridEntityTNT
link GridEntity "GridEntity.html" "Go to page for 'GridEntity' class"
link GridEntityDoor "GridEntityDoor.html" "Go to page for 'GridEntityDoor' class"
link GridEntityPit "GridEntityPit.html" "Go to page for 'GridEntityPit' class"
link GridEntityPoop "GridEntityPoop.html" "Go to page for 'GridEntityPoop' class"
link GridEntityPressurePlate "GridEntityPressurePlate.html" "Go to page for 'GridEntityPressurePlate' class"
link GridEntityRock "GridEntityRock.html" "Go to page for 'GridEntityRock' class"
link GridEntitySpikes "GridEntitySpikes.html" "Go to page for 'GridEntitySpikes' class"
link GridEntityTNT "GridEntityTNT.html" "Go to page for 'GridEntityTNT' class"
Functions⚓︎
Bar ()⚓︎
void Bar ( )⚓︎
Can·Blow·Open ()⚓︎
boolean CanBlowOpen ( )⚓︎
Close ()⚓︎
void Close ( boolean Force )⚓︎
Get·Sprite·Offset ()⚓︎
const Vector GetSpriteOffset ( )⚓︎
Is·Busted ()⚓︎
boolean IsBusted ( )⚓︎
Is·Key·Familiar·Target ()⚓︎
boolean IsKeyFamiliarTarget ( )⚓︎
Is·Locked ()⚓︎
boolean IsLocked ( )⚓︎
Is·Open ()⚓︎
boolean IsOpen ( )⚓︎
Is·Room·Type ()⚓︎
boolean IsRoomType ( RoomType Type )⚓︎
Is·Target·Room·Arcade ()⚓︎
boolean IsTargetRoomArcade ( )⚓︎
Open ()⚓︎
void Open ( )⚓︎
Set·Locked ()⚓︎
void SetLocked ( boolean Locked )⚓︎
Set·Room·Types ()⚓︎
void SetRoomTypes ( RoomType CurrentRoomType, RoomType TargetRoomType )⚓︎
Spawn·Dust ()⚓︎
void SpawnDust ( )⚓︎
Try·Blow·Open ()⚓︎
boolean TryBlowOpen ( boolean FromExplosion, Entity source )⚓︎
try to open the door by explosive force, true for success
Try·Unlock ()⚓︎
boolean TryUnlock (EntityPlayer player, boolean Force )⚓︎
try to unlock the door using a key, true for success
Variables⚓︎
Busted⚓︎
boolean Busted⚓︎
Close·Animation⚓︎
string CloseAnimation⚓︎
Current·Room·Type⚓︎
RoomType CurrentRoomType⚓︎
Direction⚓︎
Direction Direction⚓︎
Extra·Sprite⚓︎
Sprite ExtraSprite⚓︎
Additional sprite used for the door. Examples for extra sprites are: bars, chains, wooden boards, etc.
Extra·Visible⚓︎
boolean ExtraVisible⚓︎
Toggles the visibility of the extra sprite. Examples for extra sprites are: bars, chains, wooden boards, etc.
Locked·Animation⚓︎
string LockedAnimation⚓︎
Open·Animation⚓︎
string OpenAnimation⚓︎
Open·Locked·Animation⚓︎
string OpenLockedAnimation⚓︎
Previous·State⚓︎
int PreviousState⚓︎
Bug
This variable is broken and returns userdata.
Previous·Variant⚓︎
int PreviousVariant⚓︎
Bug
This variable is broken and returns userdata.
Slot⚓︎
DoorSlot Slot⚓︎
Target·Room·Index⚓︎
int TargetRoomIndex⚓︎
Note: this value only affects the room transition animation and does not actually change the target room.
Target·Room·Type⚓︎
RoomType TargetRoomType⚓︎
Last update:
April 26, 2024