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DoorSameMap

A transition zone to and away from an inside of the current map.

Data Arrays

  • data[0]: The id of the map.insides this transitions to
  • data[1]: A music id to change the current one when entering the inside (the music is changed back to map.music[0] when exiting it). This is optional, no change happens if it doesn't exist or it's -1
  • vectordata[0]: The position to move the player when entering the inside
  • vectordata[1]: The position to move the player when exiting the inside
  • vectordata[2]: The camoffset to set when entering the inside. This is optional: if the magnitude is below 0.1, no changes happen.
  • vectordata[3]: The camangleoffset to set when entering the inside. This is optional: if the magnitude is below 0.1, no changes happen.
  • vectordata[4]: OVERRIDEN (stores the original camoffset when entering the inside for restoring when exiting it)
  • vectordata[5]: OVERRIDEN (stores the original camangleoffset when entering the inside for restoring when exiting it)
  • vectordata[6]: The camlimitpos to set when entering the inside. This is optional: if the magnitude is below 0.1, no changes happen.
  • vectordata[7]: The camlimitneg to set when entering the inside. This is optional: if the magnitude is below 0.1, no changes happen.

Additional data

  • regionalflag: If it's positive, it's the regionalflag slot that is set to true when the player collides with this object.
  • activationflag: If it's above 0, the flag slot that is set to true when the player collides with this object. It is not possible to specify 0 and will be treated the same as not providing a value.

CreateEntities

The insideid is set to -2 which excludes it from the MapControl.RefreshInsides logic where it could toggle the gameObject enablement if the current insideid didn't match (or entity.hideinside is true while being in the same insideid).

This is also where if data[1] exists with a music id, the corresponding music is loaded and added to the musicpreload list. This list isn't read by anyone, it's just to preload the asset for Unity to load it faster after the map load.

Setup

A few adjustements occurs:

  • The entity.alwaysactive is set to true
  • The gameObject's isStatic is set to true
  • The entity.rigid is placed in kinematic mode without gravity
  • nointeract is set to true
  • The layer is set to 0 (default)
  • The scol is disabled

Update

If the timer hasn't expired yet, it is decremented by the game's frametime clamped from 0.0 to infinity. Otherwise, if it is 0.0 and the entity isn't dead, a Death coroutine is started with the entity.

MapControl.RefreshInsides

If we are getting outside while hideinsides is true (which is only the case to hide the break room part of the AntTunnels map), normally, this method would go through all map entities that are inside (or their entity.hideinside is true) and disable them and keep the others enabled.

This object type is excluded from this logic meaning it will never get deactivated from this.

OnTriggerStay

This does nothing if any of the following is true:

  • The other gameObject isn't the player
  • We are inevent
  • We are in a pause
  • hit is true

The regionalflag slot at regionalflags and the flag slot at activationflag are set to true.

If we aren't in a minipause, a MoveInside coroutine is started on the current map with this object as the caller.