332 {
333 super.EEHealthLevelChanged( oldLevel, newLevel, zone );
334 #ifdef DEVELOPER
335
336 if (newLevel == GameConstants.STATE_PRISTINE)
337 {
338 string newWheel = "";
340 {
341 case "HatchbackWheel_Ruined":
342 newWheel = "HatchbackWheel";
343 break;
344
345 case "CivSedanWheel_Ruined":
346 newWheel = "CivSedanWheel";
347 break;
348
349 case "Hatchback_02_Wheel_Ruined":
350 newWheel = "Hatchback_02_Wheel";
351 break;
352
353 case "Sedan_02_Wheel_Ruined":
354 newWheel = "Sedan_02_Wheel";
355 break;
356
357 case "Truck_01_Wheel_Ruined":
358 newWheel = "Truck_01_Wheel";
359 break;
360
361 case "Truck_01_WheelDouble_Ruined":
362 newWheel = "Truck_01_WheelDouble";
363 break;
364
365 case "Offroad_02_Wheel_Ruined":
366 newWheel = "Offroad_02_Wheel";
367 break;
368 }
369
370 if (newWheel != "")
371 {
372
373 if (IsLockedInSlot())
375
377 lambda.SetTransferParams(true, true, true);
378 GetInventory().ReplaceItemWithNew(
InventoryMode.SERVER, lambda);
379 }
380 }
381 #endif
382 }
InventoryMode
NOTE: PREDICTIVE is not to be used at all in multiplayer.
eBleedingSourceType GetType()
void ReplaceWheelLambda(EntityAI old_item, string new_item_type, PlayerBase player)
void UnlockFromParent()
Unlocks this item from its attachment slot of its parent.