17 super.OnRPC(sender, rpc_type, ctx);
19 Param1<bool> p =
new Param1<bool>(
false);
void StopRepackingLoopSound()
EffectSound m_RepackingLoopSound
override void OnRPC(PlayerIdentity sender, int rpc_type, ParamsReadContext ctx)
void ~LargeTentBackPack()
void PlayRepackingLoopSound()
Wrapper class for managing sound through SEffectManager.
The class that will be instanced (moddable)
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.
static void DestroyEffect(Effect effect)
Unregisters, stops and frees the Effect.
Manager class for managing Effect (EffectParticle, EffectSound)
proto bool Read(void value_in)
Serializer ParamsReadContext
class JsonUndergroundAreaTriggerData GetPosition