44 {
45 Fence fence = Fence.Cast( action_data.m_Target.GetObject() );
46 if ( fence )
47 {
49 if ( combination_lock )
50 {
51 combination_lock.AddHealth(
"",
"",-(combination_lock.GetMaxHealth(
"",
"")/
CYCLES));
52
53 if ( combination_lock.IsDamageDestroyed() )
54 {
55 combination_lock.UnlockServer( action_data.m_Player, fence );
57 }
58 }
59 }
60
61 action_data.m_MainItem.DecreaseHealth( UADamageApplied.SAW_LOCK, false );
62 }
override ScriptCallQueue GetCallQueue(int call_category)
proto void CallLater(func fn, int delay=0, bool repeat=false, 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()