300 {
303 {
304 Fence fence = Fence.Cast( parent );
305
306
308 GetInventory().GetCurrentInventoryLocation( inventory_location );
309 fence.GetInventory().SetSlotLock( inventory_location.
GetSlot(),
false );
310
311
313 {
314 if (player)
316 else
317 parent.GetInventory().DropEntity(
InventoryMode.SERVER, parent,
this);
318 }
319 else
320 {
321 if (player)
323 else
324 parent.GetInventory().DropEntity(
InventoryMode.LOCAL, parent,
this);
325 }
326
328 PlaceOnSurface();
329
333
335 }
336
337
338
339 }
InventoryMode
NOTE: PREDICTIVE is not to be used at all in multiplayer.
class BaseBuildingBase extends ItemBase bsbDebugPrint(string s)
void CheckLockedStateServer()
LockAction m_LockActionPerformed
override void SetTakeable(bool pState)
override bool ServerDropEntity(notnull EntityAI item)
override bool LocalDropEntity(notnull EntityAI item)
proto native int GetSlot()
returns slot id if current type is Attachment
static bool IsBaseBuildingLogEnable()
proto native CGame GetGame()
proto native void SetPosition(vector position)
Set the world position of the Effect.