91 {
92#ifdef DIAG_DEVELOPER
93 _boat = this;
94#endif
95
98
101
102 RegisterNetSyncVariableBool("m_PlaySoundEngineStopNoFuel");
103 RegisterNetSyncVariableBool("m_PlaySoundPushBoat");
104 RegisterNetSyncVariableBoolSignal("m_PlaySoundImpactLight");
105 RegisterNetSyncVariableBoolSignal("m_PlaySoundImpactHeavy");
106
115
117 {
120 }
121
122 if (
GetGame().IsDedicatedServer())
123 return;
124
129
130 if (MemoryPointExists("ptcFxFront"))
132
133 if (MemoryPointExists("ptcFxBack"))
135
136 if (MemoryPointExists("ptcFxSide1"))
138
139 if (MemoryPointExists("ptcFxSide2"))
141 }
void EffectBoatWaterFront()
void EffectBoatWaterSide()
ref EffectBoatWaterBase m_WaterEffects[4]
string m_SoundEngineStopNoFuel
string m_SoundImpactHeavy
string m_SoundWaterSplash
string m_SoundImpactLight
string m_SoundEngineStart
bool m_PlaySoundImpactLight
const float DECAY_TICK_FREQUENCY
bool m_PlaySoundImpactHeavy
string m_SoundEngineStartNoFuel
proto native CGame GetGame()
EntityEvent
Entity events for event-mask, or throwing event from code.