Zdexby TheHolyOneZ
5,221 classes
Class

Adoor

: ADoorwayWithoutDoor : AActor : UObject
/Script/ReadyOrNot.door 0x1330 (4,912 B) align 16 inherited 0x02A8 vtable /Script/ReadyOrNot
0x00x1330

Members 166

OffsetSizeNameTypeFlagsDefault
0x02A80x60padding / unreflected
0x10OnDoorOpenedFMulticastScriptDelegate4 flags<delegate>
0x10OnSubDoorOpenedFMulticastScriptDelegate4 flags<delegate>
0x10OnDoorClosedFMulticastScriptDelegate4 flags<delegate>
0x10OnDoorBrokenFMulticastScriptDelegate4 flags<delegate>
0x10OnDoorMovementBlockedFMulticastScriptDelegate4 flags<delegate>
0x10OnDoorExplodedFMulticastScriptDelegate4 flags<delegate>
0x10OnDoorKickedFMulticastScriptDelegate4 flags<delegate>
0x10TypeOfDoorFDataTableRowHandle3 flags{DataTable=nullptr, RowName=None}
0x04StartingOpenAnglefloat8 flags0
0x01bOneWay : 1bit 0bool6 flagsfalse
0x01OneWayDirectionEDoorOneWayDirection8 flagsForward
0x01bRandomlyOpenAtGameStartbool6 flagstrue
0x01bSuspectAlwaysUnlocksbool6 flagsfalse
0x01bIgnoreForFleebool6 flagsfalse
0x01bNoNavBlockerForGenbool6 flagsfalse
0x01bNoAutomaticClearingbool7 flagsfalse
0x01bCanUseC2bool6 flagstrue
0x01bCanUseBSGbool6 flagstrue
0x01bCanUseWedgebool6 flagstrue
0x01bCanUseRambool6 flagstrue
0x01bCanUseOptiwandbool6 flagstrue
0x01bCanPlayerInteract : 1bit 0bool4 flagstrue
0x01bCanIssueOrdersOnFrontSidebool7 flagstrue
0x01bCanIssueOrdersOnBackSidebool7 flagstrue
0x01bHasFramebool8 flagstrue
0x039C0x04padding / unreflected
0x08FrontThreatAThreatAwarenessActor*8 flagsnullptr
0x08BackThreatAThreatAwarenessActor*8 flagsnullptr
0x10FrontThreatAwarenessPointsTArray<AThreatAwarenessActor*>6 flags[]
0x10BackThreatAwarenessPointsTArray<AThreatAwarenessActor*>6 flags[]
0x10FrontLeftStackUpPointsTArray<AStackUpActor*>5 flags[]
0x10FrontRightStackUpPointsTArray<AStackUpActor*>5 flags[]
0x10BackLeftStackUpPointsTArray<AStackUpActor*>5 flags[]
0x10BackRightStackUpPointsTArray<AStackUpActor*>5 flags[]
0x10FrontLeftClearPointsTArray<FClearPoint>4 flags[]
0x10FrontRightClearPointsTArray<FClearPoint>4 flags[]
0x10BackLeftClearPointsTArray<FClearPoint>4 flags[]
0x10BackRightClearPointsTArray<FClearPoint>4 flags[]
0x10DestroyedChunkIdxsTArray<int32>NetRepNotify+2 flags[]
0x01bHeldPushDoorbool7 flagsfalse
0x04610x03padding / unreflected
0x04PushDoorHoldTimefloat7 flags0
0x01FrontRoomPositionEDoorRoomPosition9 flagsCenter
0x01BackRoomPositionEDoorRoomPosition9 flagsCenter
0x01bManualRoomPositionSetupbool9 flagsfalse
0x046B0x09padding / unreflected
0x04MaxFrontHorizontalClearingDistancefloat7 flags3.4028235e+38
0x04MaxBackHorizontalClearingDistancefloat7 flags3.4028235e+38
0x047C0x04padding / unreflected
0x10MaxFrontRightClearThresholdFVector2D7 flags{X=-0.25, Y=0.5}
0x10MaxFrontLeftClearThresholdFVector2D7 flags{X=-0.25, Y=0.5}
0x10MaxBackRightClearThresholdFVector2D7 flags{X=-0.25, Y=0.5}
0x10MaxBackLeftClearThresholdFVector2D7 flags{X=-0.25, Y=0.5}
0x01MaxFrontRightClearPointsuint87 flags0
0x01MaxFrontLeftClearPointsuint87 flags0
0x01MaxBackRightClearPointsuint87 flags0
0x01MaxBackLeftClearPointsuint87 flags0
0x01bManualClearPointSetupbool7 flagsfalse
0x04C50x13padding / unreflected
0x08KickedParticleSystemUParticleSystem*TransientProtected+5 flagsnullptr
0x08LockBrokenParticleSystemUParticleSystem*TransientProtected+5 flagsnullptr
0x08RootSceneUSceneComponent*Protected+12 flags/Script/ReadyOrNot.Default__door.RootScene
0x08DoorStaticUStaticMeshComponent*Protected+12 flags/Script/ReadyOrNot.Default__door.DoorStatic
0x08DoorHandleFrontUStaticMeshComponent*Protected+12 flags/Script/ReadyOrNot.Default__door.DoorHandleFront
0x08DoorHandleBackUStaticMeshComponent*Protected+12 flags/Script/ReadyOrNot.Default__door.DoorHandleBack
0x08FrontMirrorPointUMirrorPortalComponent*Protected+12 flags/Script/ReadyOrNot.Default__door.FrontMirrorPoint
0x08BackMirrorPointUMirrorPortalComponent*Protected+12 flags/Script/ReadyOrNot.Default__door.BackMirrorPoint
0x08DoorChunk0UDestructibleDoorChunkComponent*Protected+12 flags/Script/ReadyOrNot.Default__door.DoorChunk0
0x08DoorChunk1UDestructibleDoorChunkComponent*Protected+12 flags/Script/ReadyOrNot.Default__door.DoorChunk1
0x08DoorChunk2UDestructibleDoorChunkComponent*Protected+12 flags/Script/ReadyOrNot.Default__door.DoorChunk2
0x08DoorChunk3UDestructibleDoorChunkComponent*Protected+12 flags/Script/ReadyOrNot.Default__door.DoorChunk3
0x08DoorChunk4UDestructibleDoorChunkComponent*Protected+12 flags/Script/ReadyOrNot.Default__door.DoorChunk4
0x08DoorChunk5UDestructibleDoorChunkComponent*Protected+12 flags/Script/ReadyOrNot.Default__door.DoorChunk5
0x08DoorChunk6UDestructibleDoorChunkComponent*Protected+12 flags/Script/ReadyOrNot.Default__door.DoorChunk6
0x08DoorChunk7UDestructibleDoorChunkComponent*Protected+12 flags/Script/ReadyOrNot.Default__door.DoorChunk7
0x08DoorChunk8UDestructibleDoorChunkComponent*Protected+12 flags/Script/ReadyOrNot.Default__door.DoorChunk8
0x08LightBlockerUStaticMeshComponent*Protected+12 flags/Script/ReadyOrNot.Default__door.Light Blocker
0x08DoorOpenInteractableCompUInteractableComponent*Protected+12 flags/Script/ReadyOrNot.Default__door.Door Open Interactable Comp
0x08DoorSublinkOpenInteractableCompUInteractableComponent*Protected+12 flags/Script/ReadyOrNot.Default__door.Door Sublink Open Interact…
0x08DoorSublinkPushInteractableCompUInteractableComponent*Protected+12 flags/Script/ReadyOrNot.Default__door.Door Sublink Push Interact…
0x08DoorPushInteractableCompUInteractableComponent*Protected+12 flags/Script/ReadyOrNot.Default__door.Door Push Interactable Comp
0x08DoorKickInteractableCompUInteractableComponent*Protected+12 flags/Script/ReadyOrNot.Default__door.Door Kick Interactable Comp
0x08DoorSublinkKickInteractableCompUInteractableComponent*Protected+12 flags/Script/ReadyOrNot.Default__door.Door Sublink Kick Interact…
0x08LockpickInteractableComponentUInteractableComponent*Protected+12 flags/Script/ReadyOrNot.Default__door.Lockpick Interactable Comp…
0x08C2InteractableComponentUInteractableComponent*Protected+12 flags/Script/ReadyOrNot.Default__door.C2 Interactable Component
0x08WedgeInteractableComponentUInteractableComponent*Protected+12 flags/Script/ReadyOrNot.Default__door.Wedge Interactable Compone…
0x08OptiwandInteractableComponentUInteractableComponent*Protected+12 flags/Script/ReadyOrNot.Default__door.Optiwand Interactable Comp…
0x08BSGInteractableComponentUInteractableComponent*Protected+12 flags/Script/ReadyOrNot.Default__door.BSG Interactable Component
0x08BSGInteractableComponent_2UInteractableComponent*Protected+12 flags/Script/ReadyOrNot.Default__door.BSG Interactable Component…
0x08DoorRamInteractableComponentUInteractableComponent*Protected+12 flags/Script/ReadyOrNot.Default__door.Door Ram Interactable Comp…
0x08C2ExplosionDecalComponentUDecalComponent*Protected+12 flagsnullptr
0x08FMODAudioPropagationCompUFMODAudioPropagationComponent*Protected+12 flags/Script/ReadyOrNot.Default__door.FMODAudioPropagationComp
0x08LockpickAreaUSceneComponent*Protected+12 flags/Script/ReadyOrNot.Default__door.Lockpick Highlight Compone…
0x08DoorAreaUSceneComponent*Protected+12 flags/Script/ReadyOrNot.Default__door.Door Highlight Component
0x08C2AreaUSceneComponent*Protected+12 flags/Script/ReadyOrNot.Default__door.C2 Highlight Component
0x08BSGAreaUSceneComponent*Protected+12 flags/Script/ReadyOrNot.Default__door.BSG Highlight Component
0x08MirrorgunAreaUSceneComponent*Protected+12 flags/Script/ReadyOrNot.Default__door.Optiwand Area Component
0x08WedgeAreaUSceneComponent*Protected+12 flags/Script/ReadyOrNot.Default__door.Doorjam Highlight Component
0x08BatteringRamAreaUSceneComponent*Protected+12 flags/Script/ReadyOrNot.Default__door.Ram Area Component
0x08DoorBlockerComponentUBoxComponent*Protected+12 flags/Script/ReadyOrNot.Default__door.Door Blocker Component
0x08BreachBlocker1ComponentUBoxComponent*Protected+12 flags/Script/ReadyOrNot.Default__door.Breach Blocker 1 Component
0x08BreachBlocker2ComponentUBoxComponent*Protected+12 flags/Script/ReadyOrNot.Default__door.Breach Blocker 2 Component
0x08BreachBlocker3ComponentUBoxComponent*Protected+12 flags/Script/ReadyOrNot.Default__door.Breach Blocker 3 Component
0x01bHasEverBeenOpenedBySwat : 1bit 0boolTransient+5 flagsfalse
0x06390x07padding / unreflected
0x10OperatingStatesTArray<FString>Transient+5 flags[]
0x06580x30padding / unreflected
0x01bNoSpawnTrap : 1bit 0bool4 flagsfalse
0x01TrapSideEDoorTrapSide6 flagsFront
0x068A0x06padding / unreflected
0x10TypeOfTrapFDataTableRowHandle3 flags{DataTable=nullptr, RowName=None}
0x50DoorKillDistanceTMap<EDoorDamageType, float>3 flags<TMap>
0x50DoorStunDistanceTMap<EDoorDamageType, float>3 flags<TMap>
0x04MaxOpenClosefloat7 flags90
0x04OpenThresholdfloat7 flags5
0x04CloseThresholdfloat7 flags75
0x04IncrementAnglefloat7 flags15
0x04PhysicalPushAmountfloat7 flags30
0x07540x04padding / unreflected
0x08DriveSubDoorAdoor*Protected+8 flagsnullptr
0x01bMainSubDoor : 1bit 0boolProtected+6 flagsfalse
0x01bKickAlwaysFails : 1bit 1bool6 flagsfalse
0x07610x03padding / unreflected
0x04DoorKickSuccessChancefloat7 flags0.9
0x01NumSuccessfulKicksToBreakDownuint87 flags1
0x07690x07padding / unreflected
0x08C2ExplosionDecalUMaterialInterface*9 flags/Game/ThirdParty/BallisticsVFX/Decals/Decals_C2Scorch_Door.…
0x08C2ExplosionParticleUParticleSystem*Transient+5 flagsnullptr
0x01bAlwaysLocked : 1bit 0bool6 flagsfalse
0x01bOverrideLockChance : 1bit 1bool6 flagsfalse
0x07810x03padding / unreflected
0x04LockedChancefloat8 flags0.2
0x01bIsElectronicDoorbool8 flagsfalse
0x07890x03padding / unreflected
0x04ElectronicLockChancefloat8 flags0
0x08DoorPushCurveUCurveFloat*8 flagsNone
0x08DoorOpenCurveUCurveFloat*8 flagsNone
0x08DoorCloseCurveUCurveFloat*8 flagsNone
0x08DoorKickSuccessCurveUCurveFloat*8 flagsNone
0x08DoorKickFailCurveUCurveFloat*8 flagsNone
0x08DoorLockedCurveUCurveFloat*8 flagsNone
0x08DoorRamCurveUCurveFloat*8 flagsNone
0x08DoorExplodeCurveUCurveFloat*8 flagsNone
0x08DoorBreachCurveUCurveFloat*8 flagsNone
0x08DoorHandleOpenCurveUCurveFloat*8 flagsNone
0x08DoorHandlePushCurveUCurveFloat*8 flagsNone.C_DoorHandlePush
0x08DoorHandleLockedCurveUCurveFloat*8 flags/Game/Curves/C_DoorHandleOpen_Locked.C_DoorHandleOpen_Locked
0x08PlacedC2APlacedC2Explosive*10 flagsnullptr
0x10ChunkComponentsTArray<UDestructibleDoorChunkComponent*>Net+10 flags[9 items]
0x01bPendingSubDoorKick : 1bit 0bool5 flagsfalse
0x08090x07padding / unreflected
0x08LastDoorUserAReadyOrNotCharacter*Net+7 flagsnullptr
0x01LastDoorDamageEDoorDamageTypeNet+7 flagsDDT_None
0x08190x07padding / unreflected
0x08AttachedTrapATrapActorAttachedToDoor*Net+8 flagsnullptr
0x08AttachedWedgeADoorJam*Net+8 flagsnullptr
0x08AICheckingDoorACyberneticCharacter*Transient+9 flagsnullptr
0x10CurrentStackUpActivitiesTArray<UTeamStackUpActivity*>Transient+6 flags[]
0x10CurrentActivitiesTArray<UBaseActivity*>Transient+6 flags[]
0x04OpenCloseAmountfloatNet+5 flags0
0x04DoorHandlePitchAmountfloatNet+5 flags0
0x01bC2Placed : 1bit 0boolNet+3 flagsfalse
0x01bSWATKnowsLockState : 1bit 1boolNet+3 flagsfalse
0x01bSuspectKnowsLockState : 1bit 2boolNet+3 flagsfalse
0x01bSWATKnowsTrapState : 1bit 3boolNet+3 flagsfalse
0x01bSuspectKnowsTrapState : 1bit 4boolNet+3 flagsfalse
0x01bTrapInFront : 1bit 5boolNet+3 flagsfalse
0x01bSWATHasKeycard : 1bit 6bool3 flagsfalse
0x01bSuspectsHaveKeycard : 1bit 7bool3 flagsfalse
0x01bAlarmTriggered : 1bit 0bool3 flagsfalse
0x08620x06padding / unreflected
0x10CachedInteractablesTArray<UInteractableComponent*>4 flags[]
0x08780x6C0padding / unreflected
0x10CharactersOverlappingDoorTArray<AReadyOrNotCharacter*>3 flags[]
0x0F480x08padding / unreflected
0x340DoorDataFDoorDataNetRepNotify+4 flags{DoorMaxOpenClose=90, bIsDestructible=false, bCanMirrorUnde…
0x80TrapDataFTrapDataNetRepNotify+4 flags{TrapRelativeTransform={Rotation={X=0, Y=0, Z=0, W=1}, Tran…
0x04OcclusionMultiplierfloat7 flags2
0x01bClientReset : 1bit 0boolNetRepNotify+3 flagsfalse
0x01bLocked : 1bit 1boolNetTransient+6 flagsfalse
0x01bDoorBroken : 1bit 2boolNet+6 flagsfalse
0x01bJamInProgress : 1bit 3boolNetTransient+6 flagsfalse
0x01bDoorHandlesBroken : 1bit 4boolNetRepNotify+3 flagsfalse
0x13150x1Bunreflected bytes to end of Adoor
Inherited from ADoorwayWithoutDoor 1
OffsetSizeNameTypeFlagsDefault
0x08DoorwayUDoorwayComponent*Protected+12 flags/Script/ReadyOrNot.Default__DoorwayWithoutDoor.Doorway
Inherited from AActor 80
OffsetSizeNameTypeFlagsDefault
0x30PrimaryActorTickFActorTickFunction3 flags{}
0x01bNetTemporary : 1bit 0bool3 flagsfalse
0x01bOnlyRelevantToOwner : 1bit 2bool7 flagsfalse
0x01bAlwaysRelevant : 1bit 3bool6 flagsfalse
0x01bReplicateMovement : 1bit 4boolNetRepNotify+5 flagsfalse
0x01bCallPreReplication : 1bit 5bool6 flagstrue
0x01bCallPreReplicationForReplay : 1bit 6bool6 flagstrue
0x01bHidden : 1bit 7boolNet+7 flagsfalse
0x01bTearOff : 1bit 0boolNet+3 flagsfalse
0x01bForceNetAddressable : 1bit 1bool3 flagsfalse
0x01bExchangedRoles : 1bit 2boolTransient+3 flagsfalse
0x01bNetLoadOnClient : 1bit 3bool4 flagstrue
0x01bNetUseOwnerRelevancy : 1bit 4bool6 flagsfalse
0x01bRelevantForNetworkReplays : 1bit 5bool3 flagstrue
0x01bRelevantForLevelBounds : 1bit 6bool5 flagstrue
0x01bReplayRewindable : 1bit 7bool6 flagsfalse
0x01bAllowTickBeforeBeginPlay : 1bit 0bool5 flagsfalse
0x01bAutoDestroyWhenFinished : 1bit 1bool4 flagsfalse
0x01bCanBeDamaged : 1bit 2boolNet+6 flagstrue
0x01bBlockInput : 1bit 3bool5 flagsfalse
0x01bCollideWhenPlacing : 1bit 4bool3 flagsfalse
0x01bFindCameraComponentWhenViewTarget : 1bit 5bool6 flagstrue
0x01bGenerateOverlapEventsDuringLevelStreaming : 1bit 6bool5 flagsfalse
0x01bIgnoresOriginShifting : 1bit 7bool5 flagsfalse
0x01bEnableAutoLODGeneration : 1bit 0bool5 flagstrue
0x01bIsEditorOnlyActor : 1bit 1bool5 flagsfalse
0x01bActorSeamlessTraveled : 1bit 2bool3 flagsfalse
0x01bReplicates : 1bit 3boolProtected+7 flagsfalse
0x01bCanBeInCluster : 1bit 4boolProtected+5 flagsfalse
0x01bAllowReceiveTickEventOnDedicatedServer : 1bit 5boolProtected+3 flagstrue
0x01bReplicateUsingRegisteredSubObjectList : 1bit 7boolProtected+9 flagsfalse
0x01bActorEnableCollision : 1bit 7bool3 flagstrue
0x01bActorIsBeingDestroyed : 1bit 0boolTransient+4 flagsfalse
0x01bAsyncPhysicsTickEnabled : 1bit 5boolProtected+4 flagsfalse
0x01UpdateOverlapsMethodDuringLevelStreamingEActorUpdateOverlapsMethodProtected+6 flagsUseConfigDefault
0x01DefaultUpdateOverlapsMethodDuringLevelStreamingEActorUpdateOverlapsMethod8 flagsOnlyUpdateMovable
0x04InitialLifeSpanfloat8 flags0
0x04CustomTimeDilationfloat7 flags1
0x01RemoteRoleENetRoleNetTransient+8 flagsROLE_None
0x00710x03padding / unreflected
0x04RayTracingGroupIdint325 flags-1
0x60AttachmentReplicationFRepAttachmentNetTransient+5 flags{AttachParent=nullptr, LocationOffset={}, RelativeScale3D={…
0x70ReplicatedMovementFRepMovementNetRepNotify+5 flags{LinearVelocity={X=0, Y=0, Z=0}, AngularVelocity={X=0, Y=0,…
0x08OwnerAActor*NetRepNotify+5 flagsnullptr
0x08NetDriverNameFNameProtected+5 flagsGameNetDriver
0x01RoleENetRoleNet+8 flagsROLE_Authority
0x01NetDormancyENetDormancy9 flagsDORM_Awake
0x01SpawnCollisionHandlingMethodESpawnActorCollisionHandlingMethod7 flagsAlwaysSpawn
0x01AutoReceiveInputEAutoReceiveInput6 flagsDisabled
0x04InputPriorityint326 flags0
0x01600x08padding / unreflected
0x08InputComponentUInputComponent*8 flagsnullptr
0x04NetCullDistanceSquaredfloat9 flags2.25e+08
0x04NetTagint32Transient+5 flags0
0x04NetUpdateFrequencyfloat8 flags100
0x04MinNetUpdateFrequencyfloat8 flags2
0x04NetPriorityfloat8 flags1
0x01PhysicsReplicationModeEPhysicsReplicationMode7 flagsDefault
0x01850x0Bpadding / unreflected
0x08InstigatorAPawn*NetRepNotify+7 flagsnullptr
0x10ChildrenTArray<AActor*>Transient+3 flags[]
0x08RootComponentUSceneComponent*Protected+9 flagsnullptr
0x01B00x08padding / unreflected
0x10LayersTArray<FName>4 flags[]
0x08ParentComponentTWeakObjectPtr<UChildActorComponent>8 flagsnullptr
0x10TagsTArray<FName>5 flags[]
0x01OnTakeAnyDamageFMulticastScriptDelegate4 flags<delegate>
0x01OnTakePointDamageFMulticastScriptDelegate4 flags<delegate>
0x01OnTakeRadialDamageFMulticastScriptDelegate4 flags<delegate>
0x01OnActorBeginOverlapFMulticastScriptDelegate4 flags<delegate>
0x01OnActorEndOverlapFMulticastScriptDelegate4 flags<delegate>
0x01OnBeginCursorOverFMulticastScriptDelegate4 flags<delegate>
0x01OnEndCursorOverFMulticastScriptDelegate4 flags<delegate>
0x01OnClickedFMulticastScriptDelegate4 flags<delegate>
0x01OnReleasedFMulticastScriptDelegate4 flags<delegate>
0x01OnInputTouchBeginFMulticastScriptDelegate4 flags<delegate>
0x01OnInputTouchEndFMulticastScriptDelegate4 flags<delegate>
0x01OnInputTouchEnterFMulticastScriptDelegate4 flags<delegate>
0x01OnInputTouchLeaveFMulticastScriptDelegate4 flags<delegate>
0x01OnActorHitFMulticastScriptDelegate4 flags<delegate>
0x01OnDestroyedFMulticastScriptDelegate4 flags<delegate>
0x01OnEndPlayFMulticastScriptDelegate4 flags<delegate>
0x01F00x80padding / unreflected
0x10InstanceComponentsTArray<UActorComponent*>5 flags[]
0x10BlueprintCreatedComponentsTArray<UActorComponent*>7 flags[]

Functions 228

SignatureFlagsNativeParams
void UnlockDoor(bool bUnlockSubDoor)FinalNative+1 flags0x01
void UnblockAllDoorways()FinalNative+1 flags0x00
void ToggleLightBlocker()FinalNative+1 flags0x00
void Tick_DoorRam()FinalNative+1 flags0x00
void Tick_DoorPush()FinalNative+1 flags0x00
void Tick_DoorOpenClose()FinalNative+1 flags0x00
void Tick_DoorLocked()FinalNative+1 flags0x00
void Tick_DoorKick_Success()FinalNative+1 flags0x00
void Tick_DoorKick_Fail()FinalNative+1 flags0x00
void Tick_DoorHandleLocked()FinalNative+1 flags0x00
void Tick_DoorHandle_Push()FinalNative+1 flags0x00
void Tick_DoorHandle_Open()FinalNative+1 flags0x00
void Tick_DoorExplode()FinalNative+1 flags0x00
void Tick_DoorBreach()FinalNative+1 flags0x00
bool TeamKnowsDoorTrapState(bool bSuspectTeam)FinalNative+1 flags0x02
bool TeamKnowsDoorLockState(bool bSuspectTeam)FinalNative+1 flags0x02
bool SubDoor_CanOpenDoors(AReadyOrNotCharacter* PlayerCharacter)FinalNative+1 flags0x09
bool SubDoor_CanCloseDoors(AReadyOrNotCharacter* PlayerCharacter)FinalNative+1 flags0x09
void Setup()FinalNative+1 flags0x00
void SetSWATHasAllKeycards(UObject* WorldContextObject)FinalNative+2 flags0x08
void SetLocked(bool bNewLocked)FinalNative+1 flags0x01
void SetDoorTrapKnowledge(bool bSuspectTeam, bool bKnowledge)FinalNative+1 flags0x02
void SetDoorLockKnowledge(bool bSuspectTeam, bool bKnowledge)FinalNative+1 flags0x02
void SetAllElectronicLocks(UObject* WorldContextObject, bool bLocked)FinalNative+2 flags0x09
void Server_SetTrapKnowledgeState(bool bSuspectTeam, bool bNewKnowledgeState)NativeEvent+1 flags0x02
void Server_SetLockKnowledgeState(bool bSuspectTeam, bool bNewKnowledgeState)NativeEvent+1 flags0x02
void Restore()FinalNative+1 flags0x00
void ResetDoorTrapKnowledge()FinalNative+1 flags0x00
void ResetDoorLockKnowledge()FinalNative+1 flags0x00
void RemoveWedges()FinalNative+1 flags0x00
float RamDoor(AReadyOrNotCharacter* DoorRamCharacter, bool bPlayRamSound)FinalNative+1 flags0x10
void PushDoor_SpecificAngle(AReadyOrNotCharacter* DoorPusherCharacter, float CustomTargetAngle, bool bAnimateDoorHandle)FinalNative+1 flags0x0D
float PushDoor(AReadyOrNotCharacter* DoorPusherCharacter, float InIncrementAngle, bool bAnimateDoorHandle, bool bPlaySound)FinalNative+1 flags0x14
void PlayDoorSound(const EDoorInteraction& DoorInteraction, AReadyOrNotCharacter* DoorInteractionInstigator, const TArray<FMODParam>& Params)FinalNative+1 flags0x20
void PlayDoorKickSound(AReadyOrNotCharacter* Kicker, float Result)FinalNative+1 flags0x0C
void PlayDoorDamageSound(const EDoorDamageType& DoorDamage, const TArray<FMODParam>& Params)FinalNative+1 flags0x18
float PeekDoor(AReadyOrNotCharacter* DoorPeekerCharacter, float InIncrementAngle, bool bAnimateDoorHandle)FinalNative+1 flags0x14
void OpenSubDoor(AReadyOrNotCharacter* DoorOpenCharacter, bool bInstant, bool bAnimateDoorHandle)FinalNative+1 flags0x0A
void OpenDoor_SpecificAngle(AReadyOrNotCharacter* DoorOpenCharacter, float CustomTargetAngle, bool bInstant, bool bAnimateDoorHandle)FinalNative+1 flags0x0E
void OpenDoor_Debug()FinalNative+1 flags0x00
float OpenDoor(AReadyOrNotCharacter* DoorOpenCharacter, bool bInstant, bool bAnimateDoorHandle, bool bNoCloseThreshold)FinalNative+1 flags0x10
void OnRep_TrapDataUpdated()FinalNative+1 flags0x00
void OnRep_DoorHandlesBroken()FinalNative+1 flags0x00
void OnRep_DoorDataUpdated()FinalNative+1 flags0x00
void OnRep_DestroyedChunkIdxChanged()FinalNative+1 flags0x00
void OnRep_ClientResetDoor()FinalNative+1 flags0x00
void OnDoorOpened__DelegateSignature()Public0x00
void OnDoorMovementBlocked__DelegateSignature()Public0x00
void OnDoorKick__DelegateSignature(Adoor* door, AReadyOrNotCharacter* InstigatorCharacter, bool bSuccess)Public0x11
void OnDoorExplode__DelegateSignature(Adoor* door, AReadyOrNotCharacter* InstigatorCharacter)Public0x10
void OnDoorClosed__DelegateSignature()Public0x00
void OnDoorBroken__DelegateSignature()Public0x00
bool NonMainSubDoor_CanShowOpenDoorPrompt()FinalNative+1 flags0x01
void Multicast_SetLocked(bool bShouldLocked)NativeEvent+1 flags0x01
void Multicast_PlayElectronicDoorSound(UFMODEvent* Event)NativeEvent+1 flags0x08
void Multicast_PlayDoorSound(const EDoorInteraction& DoorDamage, AReadyOrNotCharacter* DoorInteractionInstigator, const TArray<FMODParam>& Params)NativeEvent+1 flags0x20
void Multicast_PlayDoorKickEffects(bool bBreakLock, bool bInFront)NativeEvent+1 flags0x02
void Multicast_PlayDoorDamageSound(const EDoorDamageType& DoorDamage, const TArray<FMODParam>& Params)NativeEvent+1 flags0x18
void Multicast_ExplodeDoor(AReadyOrNotCharacter* DoorBreacherCharacter, AActor* ExplosionCauser, bool bKeepHinges)NativeEvent+1 flags0x11
void Multicast_DisableDoorInteraction(bool bSetClosed)NativeEvent+1 flags0x01
void Multicast_CheckSupports()NativeEvent+1 flags0x00
bool MainSubDoor_CanShowOpenDoorPrompt()FinalNative+1 flags0x01
void LockDoor(bool bLockSubDoor)FinalNative+1 flags0x01
void KickSubDoor(AReadyOrNotCharacter* DoorKickCharacter)FinalNative+1 flags0x08
void KickDoor(AReadyOrNotCharacter* DoorKickCharacter, bool bKickSubDoor, bool bForce)FinalNative+1 flags0x0A
bool IsValidThreatOwningRoom(const FName& RoomName)FinalNative+1 flags0x09
bool IsTrapLive()FinalNative+1 flags0x01
bool IsTooFarForKick()FinalNative+1 flags0x01
bool IsSubDoorOpen()FinalNative+1 flags0x01
bool IsStackUpDisabled(const FVector& CommandLocation)FinalNative+1 flags0x19
bool IsPointRightOfDoorway(const FVector& Vector)FinalNative+1 flags0x19
bool IsPointInFrontOfDoor(const FVector& Vector)FinalNative+1 flags0x19
bool IsPendingSubDoorKick()FinalNative+1 flags0x01
bool IsOverridingLockChance()FinalNative+1 flags0x01
bool IsOutlineEnabled(const EActorOutlineType& OutlineType)FinalNative+1 flags0x02
bool IsOutlineDisabled()FinalNative+1 flags0x01
bool IsOpening()FinalNative+1 flags0x01
bool IsOpenBy_Angle(float Angle)FinalNative+1 flags0x05
bool IsOpenBy(float Percentage)FinalNative+1 flags0x05
bool IsOpenBeyondIncrementThreshold()FinalNative+1 flags0x01
bool IsOpenBeyondCloseThreshold()FinalNative+1 flags0x01
bool IsOpenBeyond_Angle(float Angle)FinalNative+1 flags0x05
bool IsOpenBeyond(float Percentage)FinalNative+1 flags0x05
bool IsOpenAtOrBeyond_Angle(float Angle)FinalNative+1 flags0x05
bool IsOpenAtOrBeyond(float Percentage)FinalNative+1 flags0x05
bool IsOpen_Forward()FinalNative+1 flags0x01
bool IsOpen_Backward()FinalNative+1 flags0x01
bool IsOpen()FinalNative+1 flags0x01
bool IsOneWayAndOpensTowardsPoint(const FVector& Vector)FinalNative+1 flags0x19
bool IsNonMainSubdoor()FinalNative+1 flags0x01
bool IsNonDoorInteractionPlaying()FinalNative+1 flags0x01
bool IsMirrorBlocked()FinalNative+1 flags0x01
bool IsMiddleChunkBroken()FinalNative+1 flags0x01
bool IsMainSubdoor()FinalNative+1 flags0x01
bool IsLocked()FinalNative+1 flags0x01
bool IsLockChanceOverridden()FinalNative+1 flags0x01
bool IsLockable()FinalNative+1 flags0x01
bool IsLocationSameSideAsTrap(const FVector& InLocation)FinalNative+1 flags0x19
bool IsJammed()FinalNative+1 flags0x01
bool IsIgnoredForFlee()FinalNative+1 flags0x01
bool IsHandleBroken()FinalNative+1 flags0x01
bool IsHalfwayOpen()FinalNative+1 flags0x01
bool IsFullyOpen_Forward()FinalNative+1 flags0x01
bool IsFullyOpen_Backward()FinalNative+1 flags0x01
bool IsFullyOpen()FinalNative+1 flags0x01
bool IsElectronicDoor()FinalNative+1 flags0x01
bool IsDoorwayOnly()FinalNative+1 flags0x01
bool IsDoorInteractionPlaying()FinalNative+1 flags0x01
bool IsDoorChunkDestroyed(UDestructibleDoorChunkComponent* InChunkComponent)FinalNative+1 flags0x09
bool IsDoorBroken()FinalNative+1 flags0x01
bool IsDestructible()FinalNative+1 flags0x01
bool IsClosing()FinalNative+1 flags0x01
bool IsClosed()FinalNative+1 flags0x01
bool IsC2Placed()FinalNative+1 flags0x01
bool IsAttachedToRoot()FinalNative+1 flags0x01
bool IsAnyInteractionPlaying()FinalNative+1 flags0x01
bool IsAnyAIOpening()FinalNative+1 flags0x01
bool IsAnyAIClosing()FinalNative+1 flags0x01
bool IsAlwaysLocked()FinalNative+1 flags0x01
bool IsActorSameSideAsTrap(AActor* InActor)FinalNative+1 flags0x09
bool IsActorRightOfDoorway(AActor* Actor)FinalNative+1 flags0x09
bool IsActorInFrontOfDoorway(AActor* Actor)FinalNative+1 flags0x09
bool IsActorInFrontOfDoor(AActor* Actor)FinalNative+1 flags0x09
bool IsActorBehindDoor_Relative(AActor* Actor)FinalNative+1 flags0x09
bool HasTrapAndSWATKnowsTrap()FinalNative+1 flags0x01
bool HasTrapAndSuspectKnowsTrap()FinalNative+1 flags0x01
bool HasEverBeenOpened()FinalNative+1 flags0x01
FVector GetWedgeLocation()FinalNative+1 flags0x18
FName GetTypeOfDoorTrap()FinalNative+1 flags0x08
FName GetTypeOfDoorRow()FinalNative+1 flags0x08
float GetTargetAngle()FinalNative+1 flags0x04
bool GetSWATKnowsLockState()FinalNative+1 flags0x01
bool GetSuspectKnowsLockState()FinalNative+1 flags0x01
Adoor* GetSubDoor()FinalNative+1 flags0x08
float GetStartingOpenAngle()FinalNative+1 flags0x04
TArray<AStackUpActor*> GetStackupsForArea(const EStackupGenArea& StackUpArea)FinalNative+1 flags0x18
FVector GetStackUpLocation(const EStackupGenArea& StackUpArea, const ESquadPosition& StackUpPosition)FinalNative+1 flags0x20
float GetPseudoVelocity()FinalNative+1 flags0x04
APlacedC2Explosive* GetPlacedC2()FinalNative+1 flags0x08
float GetOverrideLockChance()FinalNative+1 flags0x04
bool GetOppositeThreatOwningRoom(const FName& RoomName, const FName& OtherRoomName)FinalNative+1 flags0x11
float GetOpenThreshold()FinalNative+1 flags0x04
float GetOpenAmountAsPercentage()FinalNative+1 flags0x04
float GetOpenAmount()FinalNative+1 flags0x04
float GetMaxOpenAmount()FinalNative+1 flags0x04
AReadyOrNotCharacter* GetLastDoorUser()FinalNative+1 flags0x08
float GetIncrementAngle()FinalNative+1 flags0x04
FName GetFrontThreatOwningRoom()FinalNative+1 flags0x08
TMap<EDoorDamageType, float> GetDoorStunDistance()FinalNative+1 flags0x50
FVector GetDoorMidLocation()FinalNative+1 flags0x18
TMap<EDoorDamageType, float> GetDoorKillDistance()FinalNative+1 flags0x50
FVector GetBestOneWayDoorInteraction(const FVector& Location)FinalNative+1 flags0x30
FVector GetBestDoorInteraction_FromStackUpArea(const EStackupGenArea& InStackUpArea, bool bDoorwayBased)FinalNative+1 flags0x20
FVector GetBestDoorInteraction_FromLocation(const FVector& InInteractionLocation, bool bDoorwayBased)FinalNative+1 flags0x38
FVector GetBestDoorInteraction(const FVector& Location)FinalNative+1 flags0x30
FName GetBackThreatOwningRoom()FinalNative+1 flags0x08
ADoorJam* GetAttachedWedge()FinalNative+1 flags0x08
ATrapActorAttachedToDoor* GetAttachedTrap()FinalNative+1 flags0x08
void GenerateStackUpPoints()FinalNative+1 flags0x00
void GenerateClearPoints()FinalNative+1 flags0x00
void ForceDoorReset()NativeEvent+1 flags0x00
void FlipStackUpArea(const EStackupGenArea& OutStackUpArea, bool bHorizontalFlip, bool bVerticalFlip)FinalNative+2 flags0x03
void Finished_DoorRam()FinalNative+1 flags0x00
void Finished_DoorKick_Success()FinalNative+1 flags0x00
void Finished_DoorExplode()FinalNative+1 flags0x00
EStackupGenArea FindStackUpAreaFromLocation(const FVector& InInteractionLocation)FinalNative+1 flags0x19
void ExplodeDoor(AReadyOrNotCharacter* DoorBreacherCharacter, AActor* ExplosionCauser, bool bKeepHinges)FinalNative+1 flags0x11
bool DoesSWATKnowTrapState()FinalNative+1 flags0x01
bool DoesSuspectKnowTrapState()FinalNative+1 flags0x01
void DisableAllInteractables()FinalNative+1 flags0x00
void DestroyChunk_Index(int32 ChunkIndex, const FVector& Impulse, float ImpulseStrength)FinalNative+1 flags0x24
void DestroyChunk(UDestructibleDoorChunkComponent* InChunk, const FVector& Impulse, float ImpulseStrength)FinalNative+1 flags0x24
void DestroyAllChunks(const FVector& Impulse, float ImpulseStrength, bool bKeepHinges)FinalNative+1 flags0x1D
void DecreaseNumKicksToBreakDown(AReadyOrNotCharacter* DoorKickCharacter, const bool& bShouldOpenDoor, const bool& bCanBreakLock, float KickChanceOffset)FinalNative+1 flags0x10
void DebugForceLockedState(bool bShouldLock)FinalNative+1 flags0x01
void DeactivateDoorBlocker()FinalNative+1 flags0x00
void CollapseDoor(AReadyOrNotCharacter* DoorBreacherCharacter, const FVector& BreachLocation)FinalNative+1 flags0x20
void CloseSubDoor(AReadyOrNotCharacter* DoorCloseCharacter, bool bInstant, bool bAnimateDoorHandle)FinalNative+1 flags0x0A
void CloseDoor_Debug()FinalNative+1 flags0x00
void CloseDoor(AReadyOrNotCharacter* DoorCloserCharacter, bool bInstant, bool bAnimateDoorHandle)FinalNative+1 flags0x0A
bool CanTakeDamage(float Damage, FDamageEvent& DamageEvent, AController* EventInstigator, AActor* DamageCauser)FinalNative+1 flags0x29
bool CanSpawnTrap()FinalNative+1 flags0x01
bool CanRamDoor(AReadyOrNotCharacter* PlayerCharacter)FinalNative+1 flags0x09
bool CanPushDoorWhileBroken()FinalNative+1 flags0x01
bool CanPushDoor(AReadyOrNotCharacter* PlayerCharacter)FinalNative+1 flags0x09
bool CanPullDoor(AReadyOrNotCharacter* PlayerCharacter)FinalNative+1 flags0x09
bool CanPlaceC2Explosive(AReadyOrNotCharacter* PlayerCharacter)FinalNative+1 flags0x09
bool CanPeekDoor(AReadyOrNotCharacter* PlayerCharacter)FinalNative+1 flags0x09
bool CanOpenDoor(AReadyOrNotCharacter* PlayerCharacter)FinalNative+1 flags0x09
bool CanMirrorUnderDoor(AReadyOrNotCharacter* PlayerCharacter)FinalNative+1 flags0x09
bool CanLockpickDoor(AReadyOrNotCharacter* PlayerCharacter)FinalNative+1 flags0x09
bool CanKickDoor(AReadyOrNotCharacter* PlayerCharacter)FinalNative+1 flags0x09
bool CanEquipWedge(AReadyOrNotCharacter* PlayerCharacter)FinalNative+1 flags0x09
bool CanEquipOptiwand(AReadyOrNotCharacter* PlayerCharacter)FinalNative+1 flags0x09
bool CanEquipMultitool(AReadyOrNotCharacter* PlayerCharacter)FinalNative+1 flags0x09
bool CanEquipC2Explosive(AReadyOrNotCharacter* PlayerCharacter)FinalNative+1 flags0x09
bool CanEquipBreachingShotgun(AReadyOrNotCharacter* PlayerCharacter)FinalNative+1 flags0x09
bool CanEquipBatteringRam(AReadyOrNotCharacter* PlayerCharacter)FinalNative+1 flags0x09
bool CanDeployWedge(AReadyOrNotCharacter* PlayerCharacter)FinalNative+1 flags0x09
bool CanCloseDoorIfOrdered(AReadyOrNotCharacter* PlayerCharacter)FinalNative+1 flags0x09
bool CanCloseDoor(AReadyOrNotCharacter* PlayerCharacter)FinalNative+1 flags0x09
void CalculateRoomPositioning()FinalNative+1 flags0x00
FVector CalculateClosestPoint(const FVector& Location)FinalNative+1 flags0x30
void BreakDoorHandles()FinalNative+1 flags0x00
void BreakDoor(bool bDestroyAllChunks, AReadyOrNotCharacter* DoorBreakerCharacter)FinalNative+1 flags0x10
void BreakAndDetachDoor(bool bDestroyAllChunks, AReadyOrNotCharacter* DoorBreakerCharacter, float Impulse, float ForwardOffset)FinalNative+1 flags0x18
void BreachDoorFromPoint(AReadyOrNotCharacter* DoorBreacherCharacter, const FVector& BreachPoint, float InIncrementAngle)FinalNative+1 flags0x24
void BreachDoor(AReadyOrNotCharacter* DoorBreacherCharacter, float InIncrementAngle)FinalNative+1 flags0x0C
float BodyRamDoor(AReadyOrNotCharacter* DoorRamCharacter)FinalNative+1 flags0x0C
void BlockAllDoorways()FinalNative+1 flags0x00
void AttachWedge(ADoorJam* NewWedge)FinalNative+1 flags0x08
void AttachTrap(ATrapActorAttachedToDoor* NewTrap, bool bAttachToDoor)FinalNative+1 flags0x09
void ApplyRandomDamageToChunks(float MinDamage, float MaxDamage)FinalNative+1 flags0x08
void ApplyDoorDamage(const EDoorDamageType& InDoorDamage, AReadyOrNotCharacter* Victim)FinalNative+1 flags0x10
bool AnyTopDoorChunksBroken()FinalNative+1 flags0x01
bool AnyMiddleDoorChunksBroken()FinalNative+1 flags0x01
bool AnyHingesLeft()FinalNative+1 flags0x01
bool AnyChunksDestroyed()FinalNative+1 flags0x01
bool AnyBottomDoorChunksBroken()FinalNative+1 flags0x01
bool AllTopDoorChunksBroken()FinalNative+1 flags0x01
bool AllMiddleDoorChunksBroken()FinalNative+1 flags0x01
bool AllMajorDoorChunksDestroyed()FinalNative+1 flags0x01
bool AllBottomDoorChunksBroken()FinalNative+1 flags0x01
void AIResponseToDoorDamage()FinalNative+1 flags0x00
void ActivateDoorBlockerForWorldGen()FinalNative+1 flags0x00

Used by 37

types with a member, parameter or interface of this type