8 RegisterNetSyncVariableBool(
"m_IsSoundSynchRemote");
9 RegisterNetSyncVariableBool(
"m_IsDeploySound");
34 super.OnVariablesSynchronized();
76 if (
GetGame().IsServer() && !m_DeployedRegularly)
94 m_DeployedRegularly =
true;
101 m_DeployedRegularly =
false;
116 return "putDown_FenceKit_SoundSet";
122 return "Shelter_Site_Build_Loop_SoundSet";
132 super.RefreshPhysics();
140 SetAnimationPhase(
"Inventory", 0);
141 SetAnimationPhase(
"Placing", 1);
146 AddProxyPhysics(
"Inventory");
147 RemoveProxyPhysics(
"Placing");
152 if (!
GetGame().IsDedicatedServer())
161 if (!
GetGame().IsDedicatedServer())
171 Rope rope =
Rope.Cast(GetInventory().CreateAttachment(
"Rope"));
void AddAction(typename actionName)
const int ECE_PLACE_ON_SURFACE
InventoryLocationType
types of Inventory Location
bool CanPlayDeployLoopSound()
override bool IsHologram()
void PlayDeployFinishSound()
bool IsSoundSynchRemote()
void PlayDeployLoopSound()
void StopDeployLoopSound()
ref EffectSound m_DeployLoopSound
class JsonUndergroundAreaTriggerData GetPosition
Wrapper class for managing sound through SEffectManager.
override bool IsBasebuildingKit()
override string GetDeployFinishSoundset()
override bool HasProxyParts()
override void OnItemLocationChanged(EntityAI old_owner, EntityAI new_owner)
void PlayDeployLoopSound()
override void SetActions()
void CreateRope(Rope rope)
void DisassembleKit(ItemBase item)
override bool DisassembleOnLastDetach()
override string GetDeploySoundset()
override bool CanAssignAttachmentsToQuickbar()
override void OnPlacementCancelled(Man player)
override void EEItemDetached(EntityAI item, string slot_name)
override void OnVariablesSynchronized()
override void RefreshPhysics()
override string GetLoopDeploySoundset()
override bool CanProxyObstruct()
void StopDeployLoopSound()
override bool IsDeployable()
override void OnEndPlacement()
override void DisassembleKit(ItemBase item)
override string GetLoopDeploySoundset()
Manager class for managing Effect (EffectParticle, EffectSound)
static EffectSound PlaySound(string sound_set, vector position, float play_fade_in=0, float stop_fade_out=0, bool loop=false)
Create and play an EffectSound.
static void DestroyEffect(Effect effect)
Unregisters, stops and frees the Effect.
proto native CGame GetGame()