Doors
Handles ownership of doors and locking, etc.
Functions
eMeta:DoorLock()
View source »Fires the "Lock" event to a door.
eMeta:DoorUnlock()
View source »Fires the "Unlock" event to a door, for func_doors this function opens them.
eMeta:GetDoorMaster()
View source »Gives you the owner of the door, this person has access to locking, unlocking, storage, and can grant additional access to others.
Returns
-
player
Door master, will be nil if nobody owns the door.
eMeta:IsDoorFullyOpen()
View source »Returns whether the door is fully open or not.
Returns
-
bool
Door open state.
eMeta:IsDoorOpen()
View source »Returns whether the door is open or not.
Returns
-
bool
Door open state.
impulse.Doors.Load()
This is an internal function! You are able to use it, but you risk unintended side effects if used incorrectly.
Loads door configuration from file.
impulse.Doors.Save()
This is an internal function! You are able to use it, but you risk unintended side effects if used incorrectly.
Saves the current door configuration to data. This is a crucial file to upload on your live server since without it, you will have every door be ownable.
Player:RemoveDoorMaster(door, noUnlock)
View source »Removes the player as the owner of a door.
Parameters
-
door
Entity
The door that the player will be removed from as the owner.
-
noUnlock
boolean
optional
If true, the door will not be unlocked.
Player:RemoveDoorUser(door)
View source »Removes user access from a door.
Parameters
-
door
Entity
The door to remove them from.
Player:SetDoorMaster(door)
View source »Works different to the Entity:GetDoorMaster since this runs off of the player. This makes the player own the door.
Parameters
-
door
Entity
The door the player will own.
Player:SetDoorUser(door)
View source »Makes the person able to use a door, use any storage linked, but they cannot manage other users of the door.
Parameters
-
door
Entity
The door they will become a user of.