OBJECT
ADD_DOOR_TO_SYSTEM
0x6F8838D03D1DC226
Jenkins: 0x9D2D778D
Signature
// OBJECT
void ADD_DOOR_TO_SYSTEM(Hash doorHash, Hash modelHash, float x, float y, float z, BOOL p5, BOOL scriptDoor, BOOL isLocal)
Parameters
| Type | Name |
|---|---|
| Hash | doorHash |
| Hash | modelHash |
| float | x |
| float | y |
| float | z |
| BOOL | p5 |
| BOOL | scriptDoor |
| BOOL | isLocal |
Return type void
Build 323
Documentation
doorHash has to be unique. scriptDoor false; relies upon getNetworkGameScriptHandler. isLocal On true disables the creation CRequestDoorEvent's in DOOR_SYSTEM_SET_DOOR_STATE. p5 only set to true in single player native scripts. If scriptDoor is true, register the door on the script handler host (note: there's a hardcap on the number of script IDs that can be added to the system at a given time). If scriptDoor and isLocal are both false, the door is considered to be in a "Persists w/o netobj" state. door hashes normally look like PROP_[int]_DOOR_[int] for interior doors and PROP_BUILDING_[int]_DOOR_[int] exterior doors but you can just make up your own hash if you want All doors need to be registered with ADD_DOOR_TO_SYSTEM before they can be manipulated with the door natives and the easiest way to get door models is just find the door in codewalker. Example: AddDoorToSystem("PROP_43_DOOR_0", "hei_v_ilev_fh_heistdoor2", -1456.818, -520.5037, 69.67043, 0, 0, 0)
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