12 m_ActionData.m_ActionComponent =
new CAContinuousTime(m_ActionData.m_MainItem.GetDeployTime());
76 if (
GetGame().IsMultiplayer() &&
action_data.m_Player.GetHologramServer().IsColliding())
82 action_data.m_Player.GetHologramServer().CheckPowerSource();
108 if (
item.IsBasebuildingKit())
InventoryMode
NOTE: PREDICTIVE is not to be used at all in multiplayer.
ref CCIBase m_ConditionItem
ref CCTBase m_ConditionTarget
void DropDuringPlacing()
DEPRECATED.
ActionEmptyMagazine CreateActionComponent
override bool HasTarget()
void DropDuringPlacing(PlayerBase player)
override void OnFinishProgressServer(ActionData action_data)
void MoveEntityToFinalPosition(ActionData action_data, vector position, vector orientation)
override ActionData CreateActionData()
override void CreateConditionComponents()
const float POSITION_OFFSET
override bool HasProgress()
void MoveEntityToFinalPositionSinglePlayer(ActionData action_data, InventoryLocation source, InventoryLocation destination)
Super root of all classes in Enforce script.
proto native CGame GetGame()
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.
static proto void MatrixToQuat(vector mat[3], out float d[4])
Converts rotation matrix to quaternion.
static proto void YawPitchRollMatrix(vector ang, out vector mat[3])
Creates rotation matrix from angles.