| void UnlockDoor(bool bUnlockSubDoor) | FinalNative+1 flags | | 0x01 |
| void UnblockAllDoorways() | FinalNative+1 flags | | 0x00 |
| void ToggleLightBlocker() | FinalNative+1 flags | | 0x00 |
| void Tick_DoorRam() | FinalNative+1 flags | | 0x00 |
| void Tick_DoorPush() | FinalNative+1 flags | | 0x00 |
| void Tick_DoorOpenClose() | FinalNative+1 flags | | 0x00 |
| void Tick_DoorLocked() | FinalNative+1 flags | | 0x00 |
| void Tick_DoorKick_Success() | FinalNative+1 flags | | 0x00 |
| void Tick_DoorKick_Fail() | FinalNative+1 flags | | 0x00 |
| void Tick_DoorHandleLocked() | FinalNative+1 flags | | 0x00 |
| void Tick_DoorHandle_Push() | FinalNative+1 flags | | 0x00 |
| void Tick_DoorHandle_Open() | FinalNative+1 flags | | 0x00 |
| void Tick_DoorExplode() | FinalNative+1 flags | | 0x00 |
| void Tick_DoorBreach() | FinalNative+1 flags | | 0x00 |
| bool TeamKnowsDoorTrapState(bool bSuspectTeam) | FinalNative+1 flags | | 0x02 |
| bool TeamKnowsDoorLockState(bool bSuspectTeam) | FinalNative+1 flags | | 0x02 |
| bool SubDoor_CanOpenDoors(AReadyOrNotCharacter* PlayerCharacter) | FinalNative+1 flags | | 0x09 |
| bool SubDoor_CanCloseDoors(AReadyOrNotCharacter* PlayerCharacter) | FinalNative+1 flags | | 0x09 |
| void Setup() | FinalNative+1 flags | | 0x00 |
| void SetSWATHasAllKeycards(UObject* WorldContextObject) | FinalNative+2 flags | | 0x08 |
| void SetLocked(bool bNewLocked) | FinalNative+1 flags | | 0x01 |
| void SetDoorTrapKnowledge(bool bSuspectTeam, bool bKnowledge) | FinalNative+1 flags | | 0x02 |
| void SetDoorLockKnowledge(bool bSuspectTeam, bool bKnowledge) | FinalNative+1 flags | | 0x02 |
| void SetAllElectronicLocks(UObject* WorldContextObject, bool bLocked) | FinalNative+2 flags | | 0x09 |
| void Server_SetTrapKnowledgeState(bool bSuspectTeam, bool bNewKnowledgeState) | NativeEvent+1 flags | | 0x02 |
| void Server_SetLockKnowledgeState(bool bSuspectTeam, bool bNewKnowledgeState) | NativeEvent+1 flags | | 0x02 |
| void Restore() | FinalNative+1 flags | | 0x00 |
| void ResetDoorTrapKnowledge() | FinalNative+1 flags | | 0x00 |
| void ResetDoorLockKnowledge() | FinalNative+1 flags | | 0x00 |
| void RemoveWedges() | FinalNative+1 flags | | 0x00 |
| float RamDoor(AReadyOrNotCharacter* DoorRamCharacter, bool bPlayRamSound) | FinalNative+1 flags | | 0x10 |
| void PushDoor_SpecificAngle(AReadyOrNotCharacter* DoorPusherCharacter, float CustomTargetAngle, bool bAnimateDoorHandle) | FinalNative+1 flags | | 0x0D |
| float PushDoor(AReadyOrNotCharacter* DoorPusherCharacter, float InIncrementAngle, bool bAnimateDoorHandle, bool bPlaySound) | FinalNative+1 flags | | 0x14 |
| void PlayDoorSound(const EDoorInteraction& DoorInteraction, AReadyOrNotCharacter* DoorInteractionInstigator, const TArray<FMODParam>& Params) | FinalNative+1 flags | | 0x20 |
| void PlayDoorKickSound(AReadyOrNotCharacter* Kicker, float Result) | FinalNative+1 flags | | 0x0C |
| void PlayDoorDamageSound(const EDoorDamageType& DoorDamage, const TArray<FMODParam>& Params) | FinalNative+1 flags | | 0x18 |
| float PeekDoor(AReadyOrNotCharacter* DoorPeekerCharacter, float InIncrementAngle, bool bAnimateDoorHandle) | FinalNative+1 flags | | 0x14 |
| void OpenSubDoor(AReadyOrNotCharacter* DoorOpenCharacter, bool bInstant, bool bAnimateDoorHandle) | FinalNative+1 flags | | 0x0A |
| void OpenDoor_SpecificAngle(AReadyOrNotCharacter* DoorOpenCharacter, float CustomTargetAngle, bool bInstant, bool bAnimateDoorHandle) | FinalNative+1 flags | | 0x0E |
| void OpenDoor_Debug() | FinalNative+1 flags | | 0x00 |
| float OpenDoor(AReadyOrNotCharacter* DoorOpenCharacter, bool bInstant, bool bAnimateDoorHandle, bool bNoCloseThreshold) | FinalNative+1 flags | | 0x10 |
| void OnRep_TrapDataUpdated() | FinalNative+1 flags | | 0x00 |
| void OnRep_DoorHandlesBroken() | FinalNative+1 flags | | 0x00 |
| void OnRep_DoorDataUpdated() | FinalNative+1 flags | | 0x00 |
| void OnRep_DestroyedChunkIdxChanged() | FinalNative+1 flags | | 0x00 |
| void OnRep_ClientResetDoor() | FinalNative+1 flags | | 0x00 |
| void OnDoorOpened__DelegateSignature() | Public | | 0x00 |
| void OnDoorMovementBlocked__DelegateSignature() | Public | | 0x00 |
| void OnDoorKick__DelegateSignature(Adoor* door, AReadyOrNotCharacter* InstigatorCharacter, bool bSuccess) | Public | | 0x11 |
| void OnDoorExplode__DelegateSignature(Adoor* door, AReadyOrNotCharacter* InstigatorCharacter) | Public | | 0x10 |
| void OnDoorClosed__DelegateSignature() | Public | | 0x00 |
| void OnDoorBroken__DelegateSignature() | Public | | 0x00 |
| bool NonMainSubDoor_CanShowOpenDoorPrompt() | FinalNative+1 flags | | 0x01 |
| void Multicast_SetLocked(bool bShouldLocked) | NativeEvent+1 flags | | 0x01 |
| void Multicast_PlayElectronicDoorSound(UFMODEvent* Event) | NativeEvent+1 flags | | 0x08 |
| void Multicast_PlayDoorSound(const EDoorInteraction& DoorDamage, AReadyOrNotCharacter* DoorInteractionInstigator, const TArray<FMODParam>& Params) | NativeEvent+1 flags | | 0x20 |
| void Multicast_PlayDoorKickEffects(bool bBreakLock, bool bInFront) | NativeEvent+1 flags | | 0x02 |
| void Multicast_PlayDoorDamageSound(const EDoorDamageType& DoorDamage, const TArray<FMODParam>& Params) | NativeEvent+1 flags | | 0x18 |
| void Multicast_ExplodeDoor(AReadyOrNotCharacter* DoorBreacherCharacter, AActor* ExplosionCauser, bool bKeepHinges) | NativeEvent+1 flags | | 0x11 |
| void Multicast_DisableDoorInteraction(bool bSetClosed) | NativeEvent+1 flags | | 0x01 |
| void Multicast_CheckSupports() | NativeEvent+1 flags | | 0x00 |
| bool MainSubDoor_CanShowOpenDoorPrompt() | FinalNative+1 flags | | 0x01 |
| void LockDoor(bool bLockSubDoor) | FinalNative+1 flags | | 0x01 |
| void KickSubDoor(AReadyOrNotCharacter* DoorKickCharacter) | FinalNative+1 flags | | 0x08 |
| void KickDoor(AReadyOrNotCharacter* DoorKickCharacter, bool bKickSubDoor, bool bForce) | FinalNative+1 flags | | 0x0A |
| bool IsValidThreatOwningRoom(const FName& RoomName) | FinalNative+1 flags | | 0x09 |
| bool IsTrapLive() | FinalNative+1 flags | | 0x01 |
| bool IsTooFarForKick() | FinalNative+1 flags | | 0x01 |
| bool IsSubDoorOpen() | FinalNative+1 flags | | 0x01 |
| bool IsStackUpDisabled(const FVector& CommandLocation) | FinalNative+1 flags | | 0x19 |
| bool IsPointRightOfDoorway(const FVector& Vector) | FinalNative+1 flags | | 0x19 |
| bool IsPointInFrontOfDoor(const FVector& Vector) | FinalNative+1 flags | | 0x19 |
| bool IsPendingSubDoorKick() | FinalNative+1 flags | | 0x01 |
| bool IsOverridingLockChance() | FinalNative+1 flags | | 0x01 |
| bool IsOutlineEnabled(const EActorOutlineType& OutlineType) | FinalNative+1 flags | | 0x02 |
| bool IsOutlineDisabled() | FinalNative+1 flags | | 0x01 |
| bool IsOpening() | FinalNative+1 flags | | 0x01 |
| bool IsOpenBy_Angle(float Angle) | FinalNative+1 flags | | 0x05 |
| bool IsOpenBy(float Percentage) | FinalNative+1 flags | | 0x05 |
| bool IsOpenBeyondIncrementThreshold() | FinalNative+1 flags | | 0x01 |
| bool IsOpenBeyondCloseThreshold() | FinalNative+1 flags | | 0x01 |
| bool IsOpenBeyond_Angle(float Angle) | FinalNative+1 flags | | 0x05 |
| bool IsOpenBeyond(float Percentage) | FinalNative+1 flags | | 0x05 |
| bool IsOpenAtOrBeyond_Angle(float Angle) | FinalNative+1 flags | | 0x05 |
| bool IsOpenAtOrBeyond(float Percentage) | FinalNative+1 flags | | 0x05 |
| bool IsOpen_Forward() | FinalNative+1 flags | | 0x01 |
| bool IsOpen_Backward() | FinalNative+1 flags | | 0x01 |
| bool IsOpen() | FinalNative+1 flags | | 0x01 |
| bool IsOneWayAndOpensTowardsPoint(const FVector& Vector) | FinalNative+1 flags | | 0x19 |
| bool IsNonMainSubdoor() | FinalNative+1 flags | | 0x01 |
| bool IsNonDoorInteractionPlaying() | FinalNative+1 flags | | 0x01 |
| bool IsMirrorBlocked() | FinalNative+1 flags | | 0x01 |
| bool IsMiddleChunkBroken() | FinalNative+1 flags | | 0x01 |
| bool IsMainSubdoor() | FinalNative+1 flags | | 0x01 |
| bool IsLocked() | FinalNative+1 flags | | 0x01 |
| bool IsLockChanceOverridden() | FinalNative+1 flags | | 0x01 |
| bool IsLockable() | FinalNative+1 flags | | 0x01 |
| bool IsLocationSameSideAsTrap(const FVector& InLocation) | FinalNative+1 flags | | 0x19 |
| bool IsJammed() | FinalNative+1 flags | | 0x01 |
| bool IsIgnoredForFlee() | FinalNative+1 flags | | 0x01 |
| bool IsHandleBroken() | FinalNative+1 flags | | 0x01 |
| bool IsHalfwayOpen() | FinalNative+1 flags | | 0x01 |
| bool IsFullyOpen_Forward() | FinalNative+1 flags | | 0x01 |
| bool IsFullyOpen_Backward() | FinalNative+1 flags | | 0x01 |
| bool IsFullyOpen() | FinalNative+1 flags | | 0x01 |
| bool IsElectronicDoor() | FinalNative+1 flags | | 0x01 |
| bool IsDoorwayOnly() | FinalNative+1 flags | | 0x01 |
| bool IsDoorInteractionPlaying() | FinalNative+1 flags | | 0x01 |
| bool IsDoorChunkDestroyed(UDestructibleDoorChunkComponent* InChunkComponent) | FinalNative+1 flags | | 0x09 |
| bool IsDoorBroken() | FinalNative+1 flags | | 0x01 |
| bool IsDestructible() | FinalNative+1 flags | | 0x01 |
| bool IsClosing() | FinalNative+1 flags | | 0x01 |
| bool IsClosed() | FinalNative+1 flags | | 0x01 |
| bool IsC2Placed() | FinalNative+1 flags | | 0x01 |
| bool IsAttachedToRoot() | FinalNative+1 flags | | 0x01 |
| bool IsAnyInteractionPlaying() | FinalNative+1 flags | | 0x01 |
| bool IsAnyAIOpening() | FinalNative+1 flags | | 0x01 |
| bool IsAnyAIClosing() | FinalNative+1 flags | | 0x01 |
| bool IsAlwaysLocked() | FinalNative+1 flags | | 0x01 |
| bool IsActorSameSideAsTrap(AActor* InActor) | FinalNative+1 flags | | 0x09 |
| bool IsActorRightOfDoorway(AActor* Actor) | FinalNative+1 flags | | 0x09 |
| bool IsActorInFrontOfDoorway(AActor* Actor) | FinalNative+1 flags | | 0x09 |
| bool IsActorInFrontOfDoor(AActor* Actor) | FinalNative+1 flags | | 0x09 |
| bool IsActorBehindDoor_Relative(AActor* Actor) | FinalNative+1 flags | | 0x09 |
| bool HasTrapAndSWATKnowsTrap() | FinalNative+1 flags | | 0x01 |
| bool HasTrapAndSuspectKnowsTrap() | FinalNative+1 flags | | 0x01 |
| bool HasEverBeenOpened() | FinalNative+1 flags | | 0x01 |
| FVector GetWedgeLocation() | FinalNative+1 flags | | 0x18 |
| FName GetTypeOfDoorTrap() | FinalNative+1 flags | | 0x08 |
| FName GetTypeOfDoorRow() | FinalNative+1 flags | | 0x08 |
| float GetTargetAngle() | FinalNative+1 flags | | 0x04 |
| bool GetSWATKnowsLockState() | FinalNative+1 flags | | 0x01 |
| bool GetSuspectKnowsLockState() | FinalNative+1 flags | | 0x01 |
| Adoor* GetSubDoor() | FinalNative+1 flags | | 0x08 |
| float GetStartingOpenAngle() | FinalNative+1 flags | | 0x04 |
| TArray<AStackUpActor*> GetStackupsForArea(const EStackupGenArea& StackUpArea) | FinalNative+1 flags | | 0x18 |
| FVector GetStackUpLocation(const EStackupGenArea& StackUpArea, const ESquadPosition& StackUpPosition) | FinalNative+1 flags | | 0x20 |
| float GetPseudoVelocity() | FinalNative+1 flags | | 0x04 |
| APlacedC2Explosive* GetPlacedC2() | FinalNative+1 flags | | 0x08 |
| float GetOverrideLockChance() | FinalNative+1 flags | | 0x04 |
| bool GetOppositeThreatOwningRoom(const FName& RoomName, const FName& OtherRoomName) | FinalNative+1 flags | | 0x11 |
| float GetOpenThreshold() | FinalNative+1 flags | | 0x04 |
| float GetOpenAmountAsPercentage() | FinalNative+1 flags | | 0x04 |
| float GetOpenAmount() | FinalNative+1 flags | | 0x04 |
| float GetMaxOpenAmount() | FinalNative+1 flags | | 0x04 |
| AReadyOrNotCharacter* GetLastDoorUser() | FinalNative+1 flags | | 0x08 |
| float GetIncrementAngle() | FinalNative+1 flags | | 0x04 |
| FName GetFrontThreatOwningRoom() | FinalNative+1 flags | | 0x08 |
| TMap<EDoorDamageType, float> GetDoorStunDistance() | FinalNative+1 flags | | 0x50 |
| FVector GetDoorMidLocation() | FinalNative+1 flags | | 0x18 |
| TMap<EDoorDamageType, float> GetDoorKillDistance() | FinalNative+1 flags | | 0x50 |
| FVector GetBestOneWayDoorInteraction(const FVector& Location) | FinalNative+1 flags | | 0x30 |
| FVector GetBestDoorInteraction_FromStackUpArea(const EStackupGenArea& InStackUpArea, bool bDoorwayBased) | FinalNative+1 flags | | 0x20 |
| FVector GetBestDoorInteraction_FromLocation(const FVector& InInteractionLocation, bool bDoorwayBased) | FinalNative+1 flags | | 0x38 |
| FVector GetBestDoorInteraction(const FVector& Location) | FinalNative+1 flags | | 0x30 |
| FName GetBackThreatOwningRoom() | FinalNative+1 flags | | 0x08 |
| ADoorJam* GetAttachedWedge() | FinalNative+1 flags | | 0x08 |
| ATrapActorAttachedToDoor* GetAttachedTrap() | FinalNative+1 flags | | 0x08 |
| void GenerateStackUpPoints() | FinalNative+1 flags | | 0x00 |
| void GenerateClearPoints() | FinalNative+1 flags | | 0x00 |
| void ForceDoorReset() | NativeEvent+1 flags | | 0x00 |
| void FlipStackUpArea(const EStackupGenArea& OutStackUpArea, bool bHorizontalFlip, bool bVerticalFlip) | FinalNative+2 flags | | 0x03 |
| void Finished_DoorRam() | FinalNative+1 flags | | 0x00 |
| void Finished_DoorKick_Success() | FinalNative+1 flags | | 0x00 |
| void Finished_DoorExplode() | FinalNative+1 flags | | 0x00 |
| EStackupGenArea FindStackUpAreaFromLocation(const FVector& InInteractionLocation) | FinalNative+1 flags | | 0x19 |
| void ExplodeDoor(AReadyOrNotCharacter* DoorBreacherCharacter, AActor* ExplosionCauser, bool bKeepHinges) | FinalNative+1 flags | | 0x11 |
| void EnableNavLink() | FinalNative+1 flags | | 0x00 |
| bool DoesSWATKnowTrapState() | FinalNative+1 flags | | 0x01 |
| bool DoesSuspectKnowTrapState() | FinalNative+1 flags | | 0x01 |
| void DisableNavLink() | FinalNative+1 flags | | 0x00 |
| void DisableAllInteractables() | FinalNative+1 flags | | 0x00 |
| void DestroyNavLink() | FinalNative+1 flags | | 0x00 |
| void DestroyChunk_Index(int32 ChunkIndex, const FVector& Impulse, float ImpulseStrength) | FinalNative+1 flags | | 0x24 |
| void DestroyChunk(UDestructibleDoorChunkComponent* InChunk, const FVector& Impulse, float ImpulseStrength) | FinalNative+1 flags | | 0x24 |
| void DestroyAllChunks(const FVector& Impulse, float ImpulseStrength, bool bKeepHinges) | FinalNative+1 flags | | 0x1D |
| void DecreaseNumKicksToBreakDown(AReadyOrNotCharacter* DoorKickCharacter, const bool& bShouldOpenDoor, const bool& bCanBreakLock, float KickChanceOffset) | FinalNative+1 flags | | 0x10 |
| void DebugForceLockedState(bool bShouldLock) | FinalNative+1 flags | | 0x01 |
| void DeactivateDoorBlocker() | FinalNative+1 flags | | 0x00 |
| void CollapseDoor(AReadyOrNotCharacter* DoorBreacherCharacter, const FVector& BreachLocation) | FinalNative+1 flags | | 0x20 |
| void CloseSubDoor(AReadyOrNotCharacter* DoorCloseCharacter, bool bInstant, bool bAnimateDoorHandle) | FinalNative+1 flags | | 0x0A |
| void CloseDoor_Debug() | FinalNative+1 flags | | 0x00 |
| void CloseDoor(AReadyOrNotCharacter* DoorCloserCharacter, bool bInstant, bool bAnimateDoorHandle) | FinalNative+1 flags | | 0x0A |
| bool CanTakeDamage(float Damage, FDamageEvent& DamageEvent, AController* EventInstigator, AActor* DamageCauser) | FinalNative+1 flags | | 0x29 |
| bool CanSpawnTrap() | FinalNative+1 flags | | 0x01 |
| bool CanRamDoor(AReadyOrNotCharacter* PlayerCharacter) | FinalNative+1 flags | | 0x09 |
| bool CanPushDoorWhileBroken() | FinalNative+1 flags | | 0x01 |
| bool CanPushDoor(AReadyOrNotCharacter* PlayerCharacter) | FinalNative+1 flags | | 0x09 |
| bool CanPullDoor(AReadyOrNotCharacter* PlayerCharacter) | FinalNative+1 flags | | 0x09 |
| bool CanPlaceC2Explosive(AReadyOrNotCharacter* PlayerCharacter) | FinalNative+1 flags | | 0x09 |
| bool CanPeekDoor(AReadyOrNotCharacter* PlayerCharacter) | FinalNative+1 flags | | 0x09 |
| bool CanOpenDoor(AReadyOrNotCharacter* PlayerCharacter) | FinalNative+1 flags | | 0x09 |
| bool CanMirrorUnderDoor(AReadyOrNotCharacter* PlayerCharacter) | FinalNative+1 flags | | 0x09 |
| bool CanLockpickDoor(AReadyOrNotCharacter* PlayerCharacter) | FinalNative+1 flags | | 0x09 |
| bool CanKickDoor(AReadyOrNotCharacter* PlayerCharacter) | FinalNative+1 flags | | 0x09 |
| bool CanEquipWedge(AReadyOrNotCharacter* PlayerCharacter) | FinalNative+1 flags | | 0x09 |
| bool CanEquipOptiwand(AReadyOrNotCharacter* PlayerCharacter) | FinalNative+1 flags | | 0x09 |
| bool CanEquipMultitool(AReadyOrNotCharacter* PlayerCharacter) | FinalNative+1 flags | | 0x09 |
| bool CanEquipC2Explosive(AReadyOrNotCharacter* PlayerCharacter) | FinalNative+1 flags | | 0x09 |
| bool CanEquipBreachingShotgun(AReadyOrNotCharacter* PlayerCharacter) | FinalNative+1 flags | | 0x09 |
| bool CanEquipBatteringRam(AReadyOrNotCharacter* PlayerCharacter) | FinalNative+1 flags | | 0x09 |
| bool CanDeployWedge(AReadyOrNotCharacter* PlayerCharacter) | FinalNative+1 flags | | 0x09 |
| bool CanCloseDoorIfOrdered(AReadyOrNotCharacter* PlayerCharacter) | FinalNative+1 flags | | 0x09 |
| bool CanCloseDoor(AReadyOrNotCharacter* PlayerCharacter) | FinalNative+1 flags | | 0x09 |
| void CalculateRoomPositioning() | FinalNative+1 flags | | 0x00 |
| FVector CalculateClosestPoint(const FVector& Location) | FinalNative+1 flags | | 0x30 |
| void BreakDoorHandles() | FinalNative+1 flags | | 0x00 |
| void BreakDoor(bool bDestroyAllChunks, AReadyOrNotCharacter* DoorBreakerCharacter) | FinalNative+1 flags | | 0x10 |
| void BreakAndDetachDoor(bool bDestroyAllChunks, AReadyOrNotCharacter* DoorBreakerCharacter, float Impulse, float ForwardOffset) | FinalNative+1 flags | | 0x18 |
| void BreachDoorFromPoint(AReadyOrNotCharacter* DoorBreacherCharacter, const FVector& BreachPoint, float InIncrementAngle) | FinalNative+1 flags | | 0x24 |
| void BreachDoor(AReadyOrNotCharacter* DoorBreacherCharacter, float InIncrementAngle) | FinalNative+1 flags | | 0x0C |
| float BodyRamDoor(AReadyOrNotCharacter* DoorRamCharacter) | FinalNative+1 flags | | 0x0C |
| void BlockAllDoorways() | FinalNative+1 flags | | 0x00 |
| void AttachWedge(ADoorJam* NewWedge) | FinalNative+1 flags | | 0x08 |
| void AttachTrap(ATrapActorAttachedToDoor* NewTrap, bool bAttachToDoor) | FinalNative+1 flags | | 0x09 |
| void ApplyRandomDamageToChunks(float MinDamage, float MaxDamage) | FinalNative+1 flags | | 0x08 |
| void ApplyDoorDamage(const EDoorDamageType& InDoorDamage, AReadyOrNotCharacter* Victim) | FinalNative+1 flags | | 0x10 |
| bool AnyTopDoorChunksBroken() | FinalNative+1 flags | | 0x01 |
| bool AnyMiddleDoorChunksBroken() | FinalNative+1 flags | | 0x01 |
| bool AnyHingesLeft() | FinalNative+1 flags | | 0x01 |
| bool AnyChunksDestroyed() | FinalNative+1 flags | | 0x01 |
| bool AnyBottomDoorChunksBroken() | FinalNative+1 flags | | 0x01 |
| bool AllTopDoorChunksBroken() | FinalNative+1 flags | | 0x01 |
| bool AllMiddleDoorChunksBroken() | FinalNative+1 flags | | 0x01 |
| bool AllMajorDoorChunksDestroyed() | FinalNative+1 flags | | 0x01 |
| bool AllBottomDoorChunksBroken() | FinalNative+1 flags | | 0x01 |
| void AIResponseToDoorDamage() | FinalNative+1 flags | | 0x00 |
| void ActivateDoorBlockerForWorldGen() | FinalNative+1 flags | | 0x00 |