8 RegisterNetSyncVariableBool(
"m_IsSoundSynchRemote");
9 RegisterNetSyncVariableBool(
"m_IsDeploySound");
29 super.OnVariablesSynchronized();
70 super.EEItemDetached( item, slot_name );
73 if ( player && player.IsPlayerDisconnected() )
76 if (item && slot_name ==
"Rope")
78 if (
GetGame().IsServer() && !m_DeployedRegularly)
88 super.OnItemLocationChanged( old_owner, new_owner );
96 m_DeployedRegularly =
true;
102 super.OnPlacementCancelled(player);
103 m_DeployedRegularly =
false;
118 return "putDown_FenceKit_SoundSet";
124 return "Shelter_Site_Build_Loop_SoundSet";
134 super.RefreshPhysics();
142 SetAnimationPhase(
"Inventory", 0 );
143 SetAnimationPhase(
"Placing", 1 );
148 AddProxyPhysics(
"Inventory" );
149 RemoveProxyPhysics(
"Placing" );
154 if ( !
GetGame().IsDedicatedServer() )
165 if ( !
GetGame().IsDedicatedServer() )
176 Rope rope = Rope.Cast(GetInventory().CreateAttachment(
"Rope"));
190 MiscGameplayFunctions.TransferItemProperties(
this, rope);
197 MiscGameplayFunctions.TransferItemProperties(
this, newRope);
PlaceObjectActionReciveData ActionReciveData ActionDeployObject()
void AddAction(typename actionName)
const int ECE_PLACE_ON_SURFACE
InventoryLocationType
types of Inventory Location
override bool IsHologram()
void PlayDeployFinishSound()
bool CanPlayDeployLoopSound()
bool IsSoundSynchRemote()
protected ref EffectSound m_DeployLoopSound
void PlayDeployLoopSound()
void StopDeployLoopSound()
class JsonUndergroundAreaTriggerData GetPosition
override ScriptCallQueue GetCallQueue(int call_category)
Wrapper class for managing sound through SEffectManager.
bool IsSoundPlaying()
Get whether EffectSound is currently playing.
void SetSoundFadeOut(float fade_out)
Set the sound fade out duration.
void SoundStop()
Stops sound.
proto native int GetType()
returns type of InventoryLocation
override void OnItemLocationChanged(EntityAI old_owner, EntityAI new_owner)
override string GetDeploySoundset()
override string GetLoopDeploySoundset()
override bool IsBasebuildingKit()
void PlayDeployLoopSound()
void StopDeployLoopSound()
override void RefreshPhysics()
protected bool m_DeployedRegularly
override void EEItemDetached(EntityAI item, string slot_name)
override void OnPlacementCancelled(Man player)
override bool HasProxyParts()
override bool CanAssignAttachmentsToQuickbar()
override bool DisassembleOnLastDetach()
override bool IsDeployable()
override void OnEndPlacement()
void CreateRope(Rope rope)
override string GetDeployFinishSoundset()
override void OnVariablesSynchronized()
void DisassembleKit(ItemBase item)
override void SetActions()
override void DisassembleKit(ItemBase item)
override string GetLoopDeploySoundset()
Manager class for managing Effect (EffectParticle, EffectSound)
static void DestroyEffect(Effect effect)
Unregisters, stops and frees the Effect.
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.
proto void Call(func fn, void param1=NULL, void param2=NULL, void param3=NULL, void param4=NULL, void param5=NULL, void param6=NULL, void param7=NULL, void param8=NULL, void param9=NULL)
adds call into the queue with given parameters and arguments (arguments are held in memory until the ...
proto native CGame GetGame()