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# Gameplay.Door

Modifiers
  implements PathfindingObstacle

    Gameplay.Door

Variables Summary
bool | bBumped
bool | bCanClose
bool | bOldLocked
bool | bPowered
bool | bUsesPower
bool | bWasPowered
DoorSensor | doorSensor
Material | unlockedMaterial
Door
bool | bLocked
Material | lockedMaterial
int | lockedMaterialIndex
BaseInfo | ownerBase

Functions Summary
|  | Bump (actor Other )) SensorControlled
| bool | canBePassed (name teamName))
|  | DisableTrigger () SensorControlled
| string | displayActorLabel (Actor t))
|  | DoOpen ()))
|  | enumBaseInfo (Engine.LevelInfo l, Array<BaseInfo> a))
| bool | isPowered ()))
|  | onLockedChange (bool bVal))
|  | PostBeginPlay ()))
|  | Tick (float Delta))

States Summary

SensorControlled Source code
state SensorControlled extends BumpOpenTimed

Bump, DisableTrigger

Variables Detail

#### bBumped Source code

var bool bBumped;

#### bCanClose Source code

var bool bCanClose;

#### bOldLocked Source code

var bool bOldLocked;

#### bPowered Source code

var bool bPowered;

#### bUsesPower Source code

var bool bUsesPower;

#### bWasPowered Source code

var bool bWasPowered;

#### doorSensor Source code

var DoorSensor doorSensor;

#### unlockedMaterial Source code

var Material unlockedMaterial;

### Door

#### bLocked Source code

var(Door) bool bLocked;

> Whether the door is able to be opened or not

#### lockedMaterial Source code

var(Door) Material lockedMaterial;

> The mesh's standard material defines the material displayed when the door is unlocked; use this variable to set the material displayed when the door is locked

#### lockedMaterialIndex Source code

var(Door) int lockedMaterialIndex;

> The index of the material to change on the door when it is locked (typically 0)

#### ownerBase Source code

var(Door) editdisplay ( displayActorLabel ) editcombotype ( enumBaseInfo ) BaseInfo ownerBase;

> baseInfo that this door belongs to

Functions Detail

#### Bump SensorControlled Source code

function Bump ( actor Other ) )

#### canBePassed Source code

function bool canBePassed ( name teamName) )

#### DisableTrigger SensorControlled Source code

function DisableTrigger ( )

#### displayActorLabel Source code

function string displayActorLabel ( Actor t) )

#### DoOpen Source code

function DoOpen ( ) )

#### enumBaseInfo Source code

function enumBaseInfo ( Engine.LevelInfo l, Array<BaseInfo> a) )

#### isPowered Source code

function bool isPowered ( ) )

#### onLockedChange Source code

function onLockedChange ( bool bVal) )

#### PostBeginPlay Source code

function PostBeginPlay ( ) )

#### Tick Source code

function Tick ( float Delta) )

Defaultproperties

    defaultproperties
    {
    	MoverEncroachType		= ME_IgnoreWhenEncroach
    	InitialState			= SensorControlled

    	bProjTarget	= true
    	bUsesPower	= false
    }

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Creation time: st 23.5.2018 00:10:29.401 - Created with UnCodeX