39 RegisterNetSyncVariableBool(
"m_IsLocked");
41 RegisterNetSyncVariableInt(
"m_DialIndex", 0,
m_LockDigits - 1);
42 RegisterNetSyncVariableInt(
"m_LockActionPerformed", 0,
LockAction.COUNT);
99 if (!
super.OnStoreLoad(
ctx, version))
130 super.AfterStoreLoad();
135 EntityAI parent = GetHierarchyParent();
164 super.OnVariablesSynchronized();
286 Fence
fence = Fence.Cast(parent);
295 player.ServerDropEntity(
this);
297 parent.GetInventory().DropEntity(
InventoryMode.SERVER, parent,
this);
346 Fence
fence = Fence.Cast(GetHierarchyParent());
358 Fence
fence = Fence.Cast(GetHierarchyParent());
409 SetAnimationPhase(
"Combination_Lock_Item", 0);
410 SetAnimationPhase(
"Lock_Item_1", 0);
411 SetAnimationPhase(
"Lock_Item_2", 0);
416 SetAnimationPhase(
"Combination_Lock_Item", 1);
417 SetAnimationPhase(
"Lock_Item_1", 1);
418 SetAnimationPhase(
"Lock_Item_2", 1);
423 SetAnimationPhase(
"Combination_Lock_Attached", 0);
424 SetAnimationPhase(
"Lock_Attached_1", 0);
425 SetAnimationPhase(
"Lock_Attached_2", 0);
430 SetAnimationPhase(
"Combination_Lock_Attached", 1);
431 SetAnimationPhase(
"Lock_Attached_1", 1);
432 SetAnimationPhase(
"Lock_Attached_2", 1);
InventoryMode
NOTE: PREDICTIVE is not to be used at all in multiplayer.
ActionDialCombinationLockCB ActionContinuousBaseCB ActionDialCombinationLock()
ActionDialCombinationLockOnTargetCB ActionContinuousBaseCB ActionDialCombinationLockOnTarget()
void AddAction(typename actionName)
override void OnVariablesSynchronized()
class BaseBuildingBase extends ItemBase bsbDebugPrint(string s)
override bool IsInitialized()
const string SOUND_LOCK_CHANGE_NUMBER
const string SOUND_LOCK_CHANGE_DIAL
void LockServer(EntityAI parent, bool ignore_combination=false)
void SoundLockChangeNumber()
const string SOUND_LOCK_OPEN
enum LockAction m_LockDigits
void CheckLockedStateServer()
void SetCombination(int combination)
void SetCombinationLocked(int combination)
void SoundLockChangeDial()
const string SOUND_LOCK_CLOSE
void UnlockServer(EntityAI player, EntityAI parent)
LockAction m_LockActionPerformed
override void SetTakeable(bool pState)
override void OnItemLocationChanged(EntityAI old_owner, EntityAI new_owner)
void OnStoreSave(ParamsWriteContext ctx)
bool OnStoreLoad(ParamsReadContext ctx, int version)
override void SetBaseLockValues()
Wrapper class for managing sound through SEffectManager.
static bool IsBaseBuildingLogEnable()
Serialization general interface. Serializer API works with:
proto native CGame GetGame()
proto native void SetPosition(vector position)
Set the world position of the Effect.
static proto float Pow(float v, float power)
Return power of v ^ power.
static proto int RandomInt(int min, int max)
Returns a random int number between and min [inclusive] and max [exclusive].