5 static const string SEL_CORD_FOLDED =
"cord_folded";
6 static const string SEL_CORD_PLUGGED =
"cord_plugged";
10 m_ForceIntoHands =
false;
11 RegisterNetSyncVariableBool(
"m_IsSoundSynchRemote");
12 RegisterNetSyncVariableBool(
"m_IsPlaceSound");
22 m_ForceIntoHands =
true;
23 player.LocalTakeEntityToHands(
this);
24 m_ForceIntoHands =
false;
29 if (!
super.CanPutInCargo(parent))
return false;
40 if (!
super.CanPutIntoHands(parent))
61 if (
player_PB.GetItemInHands() ==
this && GetCompEM().IsPlugged())
67 GetCompEM().UnplugAllDevices();
70 GetCompEM().UnplugThis();
80 super.OnVariablesSynchronized();
102 else if (
playerPB.GetHologramLocal())
115 return "placeCableReel_SoundSet";
void AddAction(typename actionName)
void RemoveAction(typename actionName)
void SetIsPlaceSound(bool is_place_sound)
Super root of all classes in Enforce script.
override bool CanPutIntoHands(EntityAI player)
override void OnInventoryEnter(Man player)
override void OnPlacementStarted(Man player)
override bool CanRemoveFromHands(EntityAI player)
override bool IsElectricAppliance()
override void SetActions()
const string SEL_CORD_PLUGGED
override string GetPlaceSoundset()
override void OnVariablesSynchronized()
override bool CanPutInCargo(EntityAI parent)
override void OnPlacementComplete(Man player, vector position="0 0 0", vector orientation="0 0 0")
void ForceIntoHandsNow(PlayerBase player)
proto native CGame GetGame()
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.